Doomguide

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  1. Yeah the name of the bonus is what counts ... and the name of the 'primary' set bonus is what is used. Luck of the Gambler is a bit different but again it's what the game is calling it that matters >> from the Rule of Five article in Paragon Wiki:

    Quote:
    Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window.
    http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives

    Edit: Heh just noticed but I think it's actually "Luck of the Gambler: Increased Recharge Speed" rather than without the 'Increased'
  2. I'll toss out another possible tweak even though I'm not sure I'd go with it. Swap in a Detonation for the Posi's in Howl. It does push AoE defense over 32.5%, but being over 43% with a luck and keeping the Posi set bonuses is pretty dang good already. And you'd lose the second damage proc as well in Howl. Probably not worth now that I'm seeing it in print so to speak.

    Only other thing I'd have on my wish list would be getting Hasten closer to if not Perma in turn minimizing Heat Loss downtime. But that probable takes Purple sets or a major rebuild.
  3. What's the budget? Low cost or the sky is the limit > but over time (or not)?
    Do you have a 2nd (or 3rd) build option available yet?
    Can or have you the option to earn respecs (via the respec trial)?

    Using Mids and creating builds can be (or is) a mini-game of its own and like any game or task repetition and practice will make you better at it. I'd hate to think how many versions of my main (a claws/sr scrapper) I've created in Mids that I've saved never mind the ones I've tossed out after one glance.

    To help with endurance issues if you haven't already (they aren't selected in the Mids build - which may or may not mean anything) I'd strongly recommend gaining the +max Endurance accolade powers.

    I'd slot up Stone Cages before I'd slot up Stone Prison ... especially on a team build. Most of my team builds in fact have skipped it of late. Trap of the Hunter also gets +def(ranged) and can be used in Cages.

    I'd take Quicksand earlier. It's an excellent form of control at lower levels if one exemps often in addition to its debuff.

    Steamy Mist - You're building for defense so slot for defense (especially given it buffs defense (all)) as well as resistance.

    Freezing Rain - I know you said you'll live without the recharge, I'd counter you can also live without the +def from your current slotting. I tend to play very aggressive characters (my first 2 characters and level 50's are both Scrappers) and my Earth/Storms are no exception, I'd even say they can be among my most aggressively played "squishies". You'll hurt those foes with Seismic Smash even more if you're doing so while Freezing Rain is raining down on them owing to its -resist. 25 second recharge is probably at the upper end of the recharge time at which I'd consider a power to be up every spawn which is the minimum you want Freezing Rain available.

    Earthquake - Also want to slot this up. The To Hit debuff is what I would enhance for your desired build goals and play style. The -To Hit is effectively +def you just need to allow for typical resistance to that debuff from the foes you encounter. Even if your target(s) stay standing the debuff will effectively push those 32-34% defenses towards the soft cap of 45%. Obviously on their backsides defense is *who cares*. It can also take the Achilles -resist proc to increase damage output.

    Fissure - Using the Posi damage proc will result in more damage (A/D, A/D/E, D/Rech, proc)

    Tornado - You want. Huge damage potential on the toughest targets. Maybe next build/respec.

    Earth's Embrace - 3 slot > Rech, Heal/Rech, Heal/Rech. You are only 25 health from the cap. More health is essentially wasted, focus on keeping it available.

    Hope the thoughts help.
  4. It hasn't been mentioned yet but I've an Elec/Fire with absurd amounts of AoE ... much of it used in melee range of stuff.

    Ball Lightning, Short Circuit, Combustion, Fire Sword Circle, Burn, Hot Feet, Flash Freeze (underslotted), Spring Attack plus Consume (and skipped Blazing Aura and Thunderous Blast).

    Defenses: S/L at 46.7%, melee at 33.3% and with Musculature Radial Paragon debuff recovery -205% and drain 72 End off the spawn with one shot from Short Circuit while doing ED capped damage. (-174% and -61 End with Cardiac)

    And yes he eats silly amounts of End ... hence Consume and one build plan using Cardiac Core and Ageless Core.
  5. Quote:
    Originally Posted by Cyberium_neo View Post
    My Stamina slotting must've been a mistake, since I would put in another +end enhancement. I should proof read next time.

    I confess that I am rather clueless about Doomguide's Blizzard slotting there. I use Ice Storm more often and despite it has less damage it doesn't drain me like Blizzard would. I use Blizz only when I know the enemies would die; they almost always do, except maybe Freakshow who revive themselves. What is the reason behind Blizzard slotting Positron?
    It's all about the set bonuses for the build vs straight up effect on Blizzard.

    If I was really really tightly squeezed for slots for something I might in fact drop 3 common damage IO's in Blizzard or even 4 Dam/Rech set IO's (frankenslotted IO's) to save 1 or 2 slots for use elsewhere. In all 3 cases Blizzard itself is going to do roughly the same thing its all about what the set bonuses will do for everything in the build. So in your case in comes down to does where you used those 2 "saved" slots get you more bang for your buck than slotting them in Blizzard gets you in terms of set bonuses. And that is likely a very personal preference and play style thing.
  6. Small stuff:
    Sleet - swap the Centriole for a Achilles -resist (unless the range is important to you?).

    The slotting of 3 Aegis in your shields is as much for the +def(AoE) as anything? If so might want to move some slots around to add (at least in the long run) both the Steadfast and Glad +3% def uniques ... which would push your AoE also up over the 32.5% defense. Or find 3 slots for Arctic Fog (for another Aegis +def(AoE)) and a slot for the Steadfast

    Love to see Screech in the build. In addition to being a mag 3 stun (and great place for an Absolute Amazement set) it has a the longest duration -resist debuff in set.
  7. A few thoughts on Gale -

    I have used it (as in slotted it and used with fair frequency) on an Earth/Storm. Few things to note however. First I could stop/control the AoE kb with Stone Cages when desired (you do have -kb in Freezing Ray) and since this was on an all Earth/* super team I often didn't even need to use Stone Cages myself. Secondly it will take 3 damage causing procs which is how to actually make it hurt stuff. It also takes 2 non-damaging procs. One is the proc from the Purple set Ragnarok which causes kd/kb and the other is the Force Feedback +recharge. It was also used primarily while my Earth/Storm was low level (teens and lower basically) and of course damage pre 20's is kind of at a premium on an Earth controller. It was definitely some fun when a whole team of Earth controllers open up with Gale many of them with Explosive Strike procs slotted at a bunch of caged foes, though the Hellions and Skulls in Perez in particular didn't appreciate the humor . A Corruptor obviously has far more damage output in the under 20 period. If you do decide to slot and use it I might go common Acc IO, Posi Acc/Dam (to gain the 2.5% +recovery as needed, then at least 2 procs the Explosive Strike and the Posi proc. The 3rd damage proc is from the PvP set making it tad more difficult to get a hold of but ...
  8. A few random comments more

    Snow Storm - One other thing to keep in mind about this power other than the -recharge and -speed. It has -Fly. If you fight at range with +range defense while Hovering -fly will help keep foes at range by keeping them out of your airspace. Find a way to add in Air Superiority for another -fly power (and quite solid pool power attack) if they do get in your face.

    ED 'caps' and proc damage - Once you hit ED 'caps' adding more enhancement results in very minimal additional damage. While ED is not technically a hard cap it is a very effective one do to the diminishing returns. Damage causing procs however deal damage outside of ED cap constraints. The posi proc, when it fires, the damage is above and beyond the ED limited damage of the power itself. At level 50 it'll do a base 72 damage in either Ice Storm or Freezing Rain or whatever power you've put it in when it triggers.

    While it adds to the overall cost you can create two builds ... use one to try and max out your damage set bonuses. Use the other to follow a more typical +recharge and/or +defense type build.

    Grab the +max Endurance accolades. They can help a great deal with net recovery (roughly 0.33 end/sec in the case of your most recently posted build).

    Here's an alternate build for thought, originally I had swapped out Thunder Clap for Combat Jumping (and added in a LotG +7.5% recharge). Since you wish to keep TC I moved two slots from Freezing Rain (which did hold damage procs) to TC and 3 slotted it to up the accuracy enhancement in the power.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zyxon_alternate: Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
    Level 1: Gale -- Acc-I(A)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 8: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(39)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), TtmC'tng-ResDam(23), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Freezing Rain -- RechRdx-I(A), LdyGrey-DefDeb/Rchg(29), UndDef-DefDeb/Rchg(29), Achilles-ResDeb%(39)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(36)
    Level 22: Boxing -- Stpfy-KB%(A)
    Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(48)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(37)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(31)
    Level 30: Afterburner -- LkGmblr-Rchg+(A)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(37), Posi-Dam%(45)
    Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(46)
    Level 41: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 44: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 47: Summon Adept -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(50), BldM'dt-Acc(50), BldM'dt-Dmg(50)
    Level 49: Power Sink -- EndMod-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), Numna-Regen/Rcvry+(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  9. Quote:
    Maybe they need to look at the nukes and instead of an End crash they should just increase the -End cost and apply a recovery debuff?
    ?

    As is it's a -100% End and -1000% Recovery debuff for firing off Atomic Blast, as is it's physically impossible to increase the -End portion far as I know. It takes your entire End bar hence the detoggle that occurs unless you get both very lucky and have a HUGE +recovery bonus from some source such as Adrenaline Boost and ... increase the -1000% Recovery penalty which likewise requires having a rather large +recovery boost (or large +End) to avoid being flatlined for End for 20 seconds? Did you type what you meant?

    That said I almost always take 'the nuke' and fairly regularly use them on my defenders and corruptors including my Emp/Rad. Like most powers the player controls the timing and usage and if one uses it with any regularity one learns (or had better do so) to minimize the downsides and/or when not to pull the trigger. In my case that will mean 1) I have blues on hand and/or 2) have some means of substantial +recovery >> temp power, Geas of the Kind Ones, a teammate supplying a boost etc. on hand, or 3) I'm going to do sufficient damage to pretty much negate any substantial retaliation. As for avoiding the idea because a toggle drop might cause a teamwipe or death then obviously it's a bad idea if it's apparent but it's rarely that cut and dried. Most players will, most of time, have ways of dealing with getting mezzed, healing themselves or otherwise dealing with what ugliness MIGHT happen if the one drops a nuke for 500+ damage on up to 16 foes and therefore drops something "vital" in the process like an AoE bubble for a few seconds ... and a full blown teamwipe is either a case of a really rare instance or a BAD team that has it coming for being waaaay in over their heads or a player who still needs to learn when to let loose offensively with their nuke or some combination of said circumstances. In which case I have Vengeance or a Wakie or whatever. Death is barely a footnote in this game and can be part of a offensive tactic, see Vengeance, Soul Transfer, Rise of the Phoenix, Fallout etc., etc..
  10. Quote:
    Originally Posted by Bright View Post
    Nope.

    My Stalkers go right past them without so much as a "Hey, what was that?" all the time. Banes likewise. They can't see through Hide.

    The only things that see my sneaky types routinely are KoA, Overseers and Rikti Drones. Occasionally an AV or Monster will notice them, too (Rikti drop-ships will see you through Hide if you stay near them for too long, for instance... and for some reason Positron is VERY prone to spotting them in my experience. It's hard to get the drop on that guy. )
    Yep.
    Hide (at level 50) 150ft
    Sniper perception 149ft ... meaning you've got them safely beat. Edit: Ooof, *throws placate at readers* skip the next sentence fragment nothing proper to read there >> unless they trigger the power Zombie Man mentions above (brain went from Snipers to Banes in a moment of ... stupid). I'd hazard to guess you can safely and repeatedly sneak around them (Banes) as they likely don't activate the power (despite it being an "auto" power) unless something else 'alerts' the spawn. You also best be careful if you are a lowbie Stalker (forget just how low but somewhere in the 10 to 15 range till it hits 150ft) and start sneaking around the Web in Grandville as Hide scales upward with level till it maxes out at 150ft as I recall ... been awhile since I've played my Stalker(s) or a new low level Stalker.

    Link provided by Supernumiphone in a similar thread >> http://paragonwiki.com/wiki/Perception
    Edit: http://paragonwiki.com/wiki/Limits (note the section on Stealth limits ... maximum Stalker stealth (TOTAL) at level 1 is 49.5ft. Still haven't found how rapidly Stalker Hide scales upwards till it hits 150ft
  11. Quote:
    Originally Posted by ShadowNate View Post
    So this has been a question for me for some time but I have been trying to work out if one would get comparable mileage out of having moderate defense+resists in 50+% range as one would get if they were softcap'd to either S/L/E/N , Just Melee (or any one position) or even all positions.

    I can't really do math for beans but if I understand the mechanics correctly if you have 32.5% you will be roughly getting hit one in four times, if you have 50% resists to all damage types present in that attack you will only take have half of any damage that manages to get past that defense.. Does that mean its as effective as having 43% defense (where you would be hit only 1 in 8 times)?

    Sorry if this is abit of a confusing post. I have not made a build for a resist set in quite awhile and I am looking at either having S/L at softcap (with E/R being in the 30's) or having a very wide spread of defenses in the 30 range so I can tune more performance into my primary.
    Keep in mind that the base to hit for most foes in the game is 50% ... you will get hit half the time with +0% defense and for 'full' damage with 0% resistance.

    32.5% is also closer to getting hit 1 in 5 times (base 50%-32.5%=17.5% >> which is just under 20% hit rate, which is 1 in 5.). Or vs the "Incarnate soft cap" roughly 1 in 3 (64%-32.5=31.5%). http://paragonwiki.com/wiki/Attack_Mechanics

    And not mentioned so far in this particular thread on the subject ... you get hit and the threat of getting mez/debuffed also normally occurs even with 90% resistance to the damage. Conversely misses also usually mean no chance of getting any mez/debuff carried by the attack.
  12. Your build has 8 of the 2.5% +recovery set bonuses. Due to the http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives only 5 of them are actually aiding in your recovery totals. You can see this (as well as any other set bonuses over the limit) if you click on "view active sets" Most of the time you want to try and avoid more than 5 of any given bonus in a build. 'Most' because sometimes it can be unavoidable while chasing a very desirable bonus in a particular set but typically another set or choice can avoid the extra bonuses.

    Similar to Kioshi I would go after either recharge bonuses or perhaps ranged defense bonuses.

    I'd reduce both Snow Storm and Gale to only the base slot. You gain very little from 2 slotting those powers and those slots could readily be used and are more valuable elsewhere. Likewise the 6th slot in Ice Storm is not worth slotting for the set bonus, the slot would be better used in another power. In each case where you've slotted 5 Basilisk Gaze (gaining the 5% status resistance set bonus) ... I personally have found very little use for status resistance bonuses. Do to the way status resistance works it takes very large amounts to make what I would consider significant change in how long one is mezzed (as in amounts measured in 100's of percent, 5% is a drop in the proverbial bucket, or put another way 100% resistance reduces the duration to 1/2 of the original duration). Given this I would either be looking to either use a different enhancement in the 5th slot or use the slot in another power (or even add a 6th slot and use a different set in the 5th and 6th slots).

    Thunderclap - if you intend to play primarily at range it's probably not worth choosing (or not slotting up beyond the base at least).
    Freezing Rain - Recharge then more recharge till one hits ED caps then either use the slots in other powers or consider using procs and NOT damage enhancement in the remaining slots.
    Blizzard - Either slot it for usage or take another power. Personally I'd move some of the above mentioned slots into Blizzard and use it.

    Both Silas' guide and Draggyn's (found I think in his signature as I recall) are excellent resources.

    All said the net recovery on your posted build is quite solid and one shouldn't have significant end issues with the build as is.
  13. Quote:
    Originally Posted by Fleeting Whisper View Post
    All critters will aggro at their perception range (assuming they're not grey). However, based on personal experience, it appears that their perception range does depend on the direction they're facing (they don't aggro as far from behind as they do from the front)
    Agreed, I just can't use a temp power or Surveillance to check a critters "aggro" range, I can do so to see their perception range/radius.
  14. Doomguide

    Stacking holds

    Quote:
    Originally Posted by Zombie Man View Post
    If you go to City of Data, you'll be able to look up the mechanics of those powers. Also, in-game, you can right click on a power for info, or, in chat surround the power names with brackets to create a hyperlink for the info box, e.g., [Freezing Touch].

    Both of those powers have a Mag of 3. A boss has a Mag Protection from Holds at 3. In order to hold you have to *beat* the Protection, not tie it. And so, you'd need to stack both powers to hold the boss, or, if the duration of the hold is long enough, reapply the same hold to stack it.

    The Hold Proc's magnitude of hold will also stack, so, you can get lucky and hold a boss with just one application of the power. The Hold Procs are Mag 2 for 8 seconds.

    All Holds that we know of have their "Strength" defined as their Duration, and not as their Magnitude. So, any Enhancement to the "Strength of the Hold" will enhance the duration of the Hold, and not its Magnitude.

    However, Magnitude is scaled by relative level. A Boss that is a level lower than you will have just slightly less than Mag 3 protection (I'm not sure of the exact number, but somewhere around 2.8 Mag). This means you can hold a lower level Boss with just one application of Freezing Touch, e.g. And it works the other way, too. You'll find that a Lieutenant, who has a Mag 2 Protection will, as they outlevel you, hit that magic number of Mag 3 in which one application of your hold will stop working on them.

    Minions have a Protection of 1. Lts are 2. Bosses are 3. Elite Bosses are 6. AVs are 3 when their special AV Resistance is down (1/3 of the time) and 50 when that "Pink Triangles of Doom" are up.
    This ...
    And note the AV's will have 50 PLUS their normal protection, so effectively it'll be 53 when the "PToD" are "up". http://paragonwiki.com/wiki/Purple_Triangles. Variance for relative level is, I believe, do to Purple Patch modifiers http://paragonwiki.com/wiki/Purple_Patch

    Edit: and the one exception to all this is Intangibility if I'm not mistaken. Enhancing, for example, Sonic Cage increases the magnitude of the Intangibility and not the duration.
  15. Here's another take on Cold/Ice ... with a twist. The build has 100% run/jump/fly speed and recharge resistance while Arctic Fog is running.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Operative Grissom 100% recharge_slow resistance (v2.00.i20 SpiritualCore): Level 50 Magic Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(31)
    Level 1: Ice Bolt -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(7), Entrpc-Heal%(23), Apoc-Dam%(37)
    Level 2: Ice Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(7), Entrpc-Heal%(23), ImpSwft-Dam%(37)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(11), AdjTgt-EndRdx/Rchg(11)
    Level 12: Frostwork -- Dct'dW-Heal/Rchg(A)
    Level 14: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(15)
    Level 16: Freeze Ray -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(21), UbrkCons-Dam%(40), Lock-%Hold(43)
    Level 18: Benumb -- Acc-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(31)
    Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(25), GSFC-ToHit/EndRdx(36), GSFC-ToHit/Rchg/EndRdx(42)
    Level 24: Infrigidate -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/Rchg(31), Achilles-ResDeb%(46)
    Level 26: Sleet -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(50), Achilles-ResDeb%(50)
    Level 28: Bitter Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(34), Apoc-Dmg(43), Cloud-%Dam(43)
    Level 30: Arctic Fog -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(40), LkGmblr-Rchg+(48), GftotA-Def(48), GftotA-Def/EndRdx(48)
    Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), RechRdx-I(34)
    Level 35: Ice Storm -- JavVoll-Dam%(A), JavVoll-Acc/Dmg(36), JavVoll-Dam/Rech(36), JavVoll-Dam/End/Rech(37), JavVoll-Acc/Dmg/End/Rech(39)
    Level 38: Blizzard -- JavVoll-Dam%(A), JavVoll-Acc/Dmg(39), JavVoll-Dam/Rech(39), JavVoll-Dam/End/Rech(40), JavVoll-Acc/Dmg/End/Rech(46)
    Level 41: Power Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(42), AdjTgt-EndRdx/Rchg(42)
    Level 44: Vengeance -- LkGmblr-Rchg+(A), Mrcl-Heal(45), Mrcl-Heal/Rchg(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Combat Jumping -- Winter-ResSlow(A), Zephyr-ResKB(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
    Level 2: Stamina -- P'Shift-End%(A)



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  16. Quote:
    Originally Posted by Organica View Post
    Snipers as well, I think. Such as Nemesis Snipers.
    From what I recall snipers merely have a greatly increased perception range (per my own Surveillance power) of 149ft ... meaning outside of stacked stealth powers or Stalker Hide they may as well ignore it. Though this also assumes they also have a greatly over norm aggro range as well which also seems to be true. I have been able to "out range" a Nemesis sniper with my Emp/Dark using Moonbeam (several issues and builds back). Rather entertaining at the time to be sniping the sniper and watching it take the hits

    PS: As an aside >>> If one had the typical 65ft of stealth (say Super Speed plus IO) and no range enhancement in Smoke (controller version) you'd be 4ft shy of being able to hit the Sniper with Smoke (they'd see you at 84ft) for one edge case where having Super Speed+stealth IO+Steamy Mist would actually provide a benefit if you also had Smoke.
  17. Gratz on 50!

    Few thoughts (and a alternate build) to ponder on.

    Agree with Laughing Man, I'd go with an Endred in Resurrection over Recharge. Even with large amounts of global recharge it isn't going to recharge fast enough for multiple rezzes from one tough encounter but that same tough encounter could at the wrong moment find you with your RA down and your blue bar trying to bottom out ... having the end available to get one teammate back into the fight could be the difference between a wipe/regroup and winning.

    I think what you enhance Clear Mind with is a total toss up and makes no real difference. I find I usually go with a Range IO to get the wandering teammate across the room if need be *shrug*

    I'd definitely try to fit in Hasten. Empathy loves recharge to get those Auras and AB downtimes to a minimum.

    Tweaked your build some, attempted to stick to moving slots around and keep power changes to a minimum but did swap Tactics out for Hasten. With more work I'd look to keep Tactics and potentially add an attack or two. I kept Fortitude 6-slotted primarily because of dropping Tactics and enhanced it to ED cap both To Hit and Defense.

    Hope the build gives you more ideas.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Thyrissa_Kahzi_alternate (v1.00.i20 Incarnate): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Archery
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Psychic Mastery

    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: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(13), Dev'n-Hold%(15)
    Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-EndRdx/Rchg(13)
    Level 4: Assault -- EndRdx-I(A)
    Level 6: Resurrect -- EndRdx-I(A)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(17), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Dmg/EndRdx(21), Dev'n-Hold%(21)
    Level 12: Fortitude -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(23), LkGmblr-Def(25), LkGmblr-Def/Rchg(25), LkGmblr-Rchg+(27)
    Level 14: Recall Friend -- Zephyr-ResKB(A)
    Level 16: Absorb Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(31), P'Shift-EndMod/Rchg(31)
    Level 20: Teleport -- Winter-ResSlow(A)
    Level 22: Long Range Teleport -- EndRdx-I(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(37)
    Level 28: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(37), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(33), Efficacy-EndMod/Rchg(40)
    Level 35: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(43), HO:Perox(45), HO:Perox(45)
    Level 38: Rain of Arrows -- Posi-Dmg/Rng(A), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dam%(46)
    Level 41: Stunning Shot -- Stpfy-EndRdx/Stun(A), Stpfy-Stun/Rng(42), Stpfy-Acc/Rchg(42), Stpfy-Acc/EndRdx(43), Stpfy-Acc/Stun/Rchg(46)
    Level 44: Vengeance -- LkGmblr-Rchg+(A)
    Level 47: Mass Hypnosis -- CSndmn-EndRdx/Sleep(A), CSndmn-Sleep/Rng(48), CSndmn-Acc/Sleep/Rchg(48), CSndmn-Acc/Rchg(48), CSndmn-Acc/EndRdx(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(50)
    Level 50: Cryonic Judgement
    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 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(50)
    Level 1: Vigilance
    Level 4: Ninja Run



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    Dark Lighting level 50 (Emp/Dark/Dark)
    Tryth level 50 (Emp/Sonic/Elec)
    Cometfall level 50 (Earth/Emp/Stone)
    plus several more Empaths across the servers.
  18. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    I've been spotted by Rikti drones and Rularuu eye-chomper monsters as well. I wonder if all of those resist Placate too?

    I suppose sometimes you just have to shrug and start negotiating from a position of superior firepower.
    No, at least the last time I used Placate (by a Stalker if it should make a difference) on a Rikti Drone it worked fine ... of course the fact that they tend to come in swarms makes a single target placate a bit less useful, but may make getting into "a position of superior firepower", a bit easier
  19. This is one of the most solid Traps/Dark builds out there that I've seen (not my build). (And yes it's a Defender). Capped defenses to everything but Psi (including both Positional and Typed defenses) which sits at 39.2 >>> slot one of the ranged attacks (Dark Blast perhaps) with 6 Apocalypse (swapping the two out of Life Drain for their equivalents in another ranged set) and that'll bump Psi defense to 44.2 if you really feel 39.2 isn't enough.
    EDIT: Elusive Mind appears to be toggled on in the copy I provided as is Force of Nature. Toggle those two off for a better picture overall.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Alleyne TrapsDarkPower Ver 3b_Linea (live): Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Caltrops -- Slow-I(A)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Cloud-%Dam(7)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 6: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(19), ShldBrk-Acc/Rchg(21), ShldBrk-DefDeb/EndRdx/Rchg(21), ShldBrk-%Dam(23), ShldBrk-Acc/EndRdx/Rchg(23)
    Level 8: Force Field Generator -- HO:Cyto(A), HO:Enzym(25), LkGmblr-Rchg+(25)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
    Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(33), Krma-ResKB(33)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(34), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg(34), Cloud-%Dam(36), Posi-Dam%(36)
    Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(36), SipInsght-Acc/Rchg(37), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(37)
    Level 20: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Cloud-%Dam(40), Posi-Dam%(42)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(45)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 32: Tactics -- HO:Cyto(A)
    Level 35: Life Drain -- Apoc-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(48), Apoc-Dmg/EndRdx(48), Heal-I(48), Heal-I(50)
    Level 38: Vengeance -- LkGmblr-Rchg+(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Force of Nature -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(50), RechRdx-I(50)
    Level 47: Super Speed -- Run-I(A)
    Level 49: Web Grenade -- Acc-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Elusive Mind
    Level 0: Task Force Commander
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), P'Shift-End%(15)



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  20. Many many sets of 8 are quite powerful ... just see the variety in the thread.

    First "Super Team" I ever heard of many issues ago were the FRADs. 8 Fire/Rads who among other craziness took out the final 4 Patron AV's of the STF in something like 3 minutes, 16 seconds prior to IO's or Incarnate powers (by several issues). That's over 120,000 hit points from 4 +4 AV's obliterated in under 200 seconds. Technically that particular feat was with only 7 Fire/Rads the 8th being an impartial Time Force II Judge witnessing the carnage.

    I've leveled several Empaths with Green Machine the all Empath/* sg of the RO Network. 8 high level GM's pretty much destroy anything in their path. AV's can be problematic if no Envenomed Daggers, /Sonic, Reactives or Pets are involved owing to the utter lack of -resist or -regen in the Empathy primary.

    The RO Network has done both the ITF and STF with all "Confusion" teams. And many other all DefCon (as well as Redside versions) teams are commonly run doing all sorts of content under all sorts of makeups and settings. Often these teams are very potent though entirely randomly put together for 'whatever'. One of the strongest such teams I was on one night several years back now, pretty much walked all over a Master of the STF (and probably would have walked all over pretty much anything in this game). I've never seen so many hard capped and or blue numbers in my combat attributes before or since.

    Leveled an Earth/Storm to 50 with Element Earth on Justice ... an all Earth/* sg super team. Pretty much wiped things from level 1 onward ... lots of Hellions and Skulls in Perez, for example, got slaughtered by massed Stone Cages and Gale (with cheap Explosive Strike procs slotted ) And later was pure fun to watch +4 foes get hammered. One moment there's a boss, a cloud of Earth gfx, then 6+ Rockies surrounding the area where a boss was.

    With friends (up to 6 of us at times) leveled a team of AR/Dev blasters. Some crazy fun with silly amounts of trip mines and caltrops over which to blast away at foes.

    And perhaps the strongest grouping we friends did was a super group of all Dark/Something or Something/Dark characters. A Dark Melee/Willpower scrapper buffed by both Cold and Sonic Shields makes a very sturdy "tank" who can be knife edge for the team who can debuff (Tar Patch, Sleet, Benumb, Sonic Siphon, Sonic Disruption etc.) +4 foes to some sort of jelly to be ripped apart by the team, who are also seriously hard to hit or hurt even if the aggro is lost by the scrapper (hello Darkest Night, Cold Shields, Fearsome Stare, Sonic Shields, etc. etc..) Can only imagine what adding a couple more to the team (such as the now available Blaster dark sets) and bringing it to a full 8 would do.
  21. Few additional thoughts to mull over:

    Tactics - note you can get a tiny bit more self +To Hit out of slotting a Kismet +6% (added to CJ) plus running Tactics with just the base slotted for endred (= +16% to hit) freeing 3 slots to move around as desired.

    Fallout - Lyso, Lyso, and 4 Dam/Rech equals a very ugly BOOM. Anything surviving will be heavily debuffed by the Lyso HO's. Also seems almost a sin to not take Vengeance for the trifecta of Vengeance+Fallout+Mutation since you have already gone with Leadership (and Mutation+Fallout) and as a place to slot a LotG +7.5% rech. Not to mention the extra +28% damage bonus from Vengeance when using Fallout.

    Quicksand - I like to drop a range enhancement in the base slot. Seems a *shrug* thing but I don't know how often it has made the difference between being back around the corner to drop it from cover vs having to move out of cover to use it to get the placement I wanted.

    Both the Recharge IO's in Quicksand and Stalagmites are cutting minimal amounts of time off the recharge owing to the large amounts of global recharge you are already packing.

    Stalagmites - consider something other than a recharge IO in the 6th slot. Or just move the slot elsewhere.

    Enervating Field - agree with Local Man, 3 endred in the power is reducing overall end usage/net recovery in the build minimally. In a final endgame build I find 1 is usually enough, 2 certainly should be.

    Stone Cages - Be wary of the end usage of spamming this power. With your current slotting spamming it is the equivalent of a toggle costing 3.0 end/sec or 10x the cost of running RI non-stop with RI's current slotting. If the build can handle the drain given how often you actually use it in play great, if not this is one place where you might consider slotting more endred to reduce the costs.
  22. Doomguide

    +4x8 question

    Pretty much in agreement with the majority of the thread, pretty much any mob and set to +4/x8 but with level shift so really these days it would be as Uber Guy has said, level 54/x8 vs an Alpha level shifted character. Essentially it means the character in question doesn't really care what mission or foe they jump into, they expect to handle it in a timely fashion with minimal death against a maxed out spawn size. And pretty much only have one character that truly fits the description, my Claws/SR. And yes Carnies are a delight, specially when I want a challenge ... (whereas DE, particularly the +64% to hit ones) and Rularuu are more annoying then necessarily challenging for me).
  23. Kept playing around see what I could get for a more defensive build. Perma Hasten with Spiritual Core plus 2 sets of Panacea, 5 LotG and ironically no Purple sets as of yet. Ranged defense at 34.2, AoE defense at 33.3, F/C/E/N all at 33.6. S/L resistance at 65.3% and a Soul Mastery pet to buff.

    Edit: Heh, includes a Glad Proc ... plenty expensive even without any Purple sets involved.
    Edit2: Just to see, pulled the Glad Proc (replaced with a Steadfast -kb) and both Panacea's (replaced with Doctored Wounds) ... much cheaper build, defense numbers roughly the same, and now just shy of Perma Hasten (122.8 sec).

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpathyFireSoul_high defense (v1.00.i20 SpiritualCore): Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Fire Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Healing Aura -- Panac-Heal(A), Panac-Heal/EndRedux(9), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(37)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(17), Dev'n-Hold%(46)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(46)
    Level 4: Heal Other -- Panac-Heal(A), Panac-Heal/EndRedux(7), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(37), Panac-Heal/EndRedux/Rchg(40)
    Level 6: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(42), Posi-Dam%(42)
    Level 8: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(31)
    Level 10: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Acc/Dmg/EndRdx(43), Det'tn-Dmg/EndRdx/Rng(43)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(15), LkGmblr-Rchg+(48)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(15)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(23), Det'tn-Dmg/Rchg(23), Det'tn-Acc/Dmg/EndRdx(25), Det'tn-Dmg/EndRdx/Rng(25)
    Level 24: Tactics -- HO:Cyto(A)
    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(45)
    Level 28: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 30: Boxing -- Acc-I(A)
    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: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(43)
    Level 38: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(42)
    Level 44: Soul Storm -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 47: Summon Mistress -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(50), BldM'dt-Acc(50), BldM'dt-Dmg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    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: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run



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  24. Few quick thoughts as I haven't really worked on my Elec/Rad for a while (still a Legacy build at this point).

    Stop at 2 Endred in Enervating Field ... the 3 slot only saves 0.05 end/sec (less than it costs to run CJ). Much better to use for Endred elsewhere such as in Choking Cloud.

    More Endred in Radiation Infection. 4 of Dark Watchers would gain the +5% recharge as well. Or can use Enzyme Exposure HO's.

    Lingering Radiation ... I'd want more accuracy somehow (either global or in LR or both). Some +To Hit would also be nice (Tactics, Kismet +6% etc.) as the target(s) you really want to debuff with LR will also highly resist Rad Infection etc., meaning it will have a much smaller impact on yours (and teammates) ability land blows do to the debuff. 85+% debuff resistances on top of purple patch etc. for an lvl 50+ AV will make RI's -To Hit rather tiny, less than -2% defdebuff.

    Not sure why you are using the Reactive Armor sets. Not enough +defense added to bother with when looking at your overall defense. More useful bonuses in other sets.

    More endred needed in Choking Cloud, particularly if you intend to run it 24-7.

    Maybe some others have input here >>> I want to either add damage to Gremlins or since they aren't damage machines any how go for more -recovery, -End via Endmod enhancement in some of the slotting. I'd likely shoot for ED capped damage plus as much Endmod as I could fit (with 6 slots).

    The +9% acc for 4 slotted LotG in Weave is nice ... but the amount of endred saved by using the slot for the triple (def/endrd/rech) is again better saving end elsewhere most likely. The accuracy could be made up elsewhere fairly easily.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    They are limited in this manner. LotGs function in exactly the same way as a Set Bonus (and indeed are listed under set bonuses in your info window) however they have a different name from normal set bonuses and as such count separately for rule of fives purposes (if you're curious they grant you a "Luck of the Gambler: Recharge Speed" while normal sets grant you a "Huge Recharge Bonus").

    For more info on set bonuses and weird rule of fives things see this page on the wiki:
    http://wiki.cohtitan.com/wiki/Set_Bonuses
    This, it's all in the name of the bonus and has nothing to do with the numerical value of the bonus.