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You might want to take a gander at this thread:
Defensive Fire^3 build
http://boards.cityofheroes.com/showthread.php?t=259377
I'm running almost the exact opening build in that thread with much success. Lots of good info available and alternative builds. High damage with high defense builds are sexy 8-).
Some notes on the originally posted build:
-- Bonfire is really annoying. I wanted to like this power a lot, but just couldn't do it. About the only thing it is good for is to keep mobs cornered when you happen to have some lucky positioning. The -knockback from fire cages does not last the entire duration of the immobilization, making the knockback from bonfire painful when it knocks stuff out of your hot feet and rain of fire. Also, it does damage very slowly over time.
-- I really like one added slot dedicated to slow added to Hot Feet to cap the slow effect. I find it is very noticeable.
-- I eventually ended up dropping imps. When doing high end content (+4 missions and trials), they just die too fast to be useful. They also tend to aggro groups of mobs before you can get Flashfire off and unless you have very high defense, plan on face-planting a lot. They are useful while leveling, but after you are capped and well-slotted, not so much. Pet powers do allow some good slotting bonuses though, so they can be useful as a mule if you have spare powers.
-- You are very likely to have endurance problems with that build or be very Consume dependent. -
Quote:I didn't quite take this suggestions but did something similar. I replaced Maneuvers with Combat Jumping. Still have capped S/L but it seems that Jump speed isn't affected by Stealth slow, so I can move fairly quickly and with increased maneuverability just by jumping everywhere and I get the endurance reduction benefits of using CJ for defense 8-).If you're relying on the unsuppressable portion of Stealth, though, I have to suggest, again, that you take Combat Jumping instead. It provides the same amount of DEF for less than 1/4th of the end cost, and gives you a lot of extra combat maneuverability -- which is even more significant here, because Stealth actually costs you maneuverability. The swing is huge.
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Quote:I think the version you are looking at might be including the suppressable portion of Stealth. Not including it, the build only has 40.9% S/L defense. I'd love not to have to run Stealth and still get 40% S/L but I just couldn't find a way without compromising damage/recovery/recharge. I definitely don't like taking the concealment pool, it was just the only feasible way I could find to get enough recharge. I definitely would have gone with more leadership powers and/or CJ, if it where feasible given the other self-imposed, hard constraints (capped S/L defense, perma-Domination without Hasten, decent recovery and well slotted attacks).Sorry I missed this earlier Doc. I hate to feel like I've co-opted your thread (and from the spammy series of posts I've just unleashed, I sure do feel that way!).
Anyway, it's a good build. I don't generally go for DEF builds with Barrier (for reasons already explained previously), but on reflection, Smash/Lethal is limited enough in scope that you'll still get a lot of benefit out of Barrier (to other types, IOW).
Given that you're already sitting on 43+% S/L DEF though, and planning to take Barrier (at worst a +5% bonus), I'd probably swap out the Enfeebled Operations in Cages for something more attack-ish (Posi's Blast, most likely). I'd also probably skip Ring altogether; if it's just an S/L DEF mule than you can probably get more bang-for-slot by fleshing out Maneuvers and Weave.
(Adding two Enzymes and taking all the slots out of Ring gives me 40.5% S/L DEF on your build so yeah. Four more slots to play with.)
Come to think of it, if you're dead-set on taking Concealment, then you might think about taking CJ instead of Maneuvers. It's less DEF, but it's way less End, too, and CJ provides considerable movement bonuses if you wanna be a melee-style Dominator. Maneuvers is useful as a DEF power, but it's more useful as a gateway to Tactics, and Vengeance.
All of that said, i'd probably ditch the Concealment pool, take CJ and Maneuvers, and find a way to shoe-horn two other Leadership powers. A lot of this stuff is subjective, though. Builds are largely determined by play style. it's a good build you've made. Nice job
Also, I think S/L defense build is more effective on a Fire^3 than a ranged defense build because of Incinerate and Hot Feet goodness. By having a capped build rather than a 32.5% build, I can keep my inspiration tray filled with reds for even more goodness.
Thanks for looking at the build and I appreciate your posts. It is always nice getting different perspectives, especially from someone with an eye for detail. I'm not concerned about thread-jacking. Having this thread for people to explore and help with high end defensive Fire^3 builds is just fine by me. I've gained lots of ideas from the posts to this thread. -
I've updated the original post. I was able to get a softcapped S/L build (with Barrier) *much* closer to ideal. The only thing it loses is Fire Imps which are situational in much group content anyways. I think this is worth taking another look at. I basically stole many of the ideas posted by others in this thread to good effect 8-).
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Does -def even make sense as a secondary effect since the introduction of IOs sets? It is so trivially easy to get huge amounts of global accuracy, and easy to get lots of accuracy on individual powers, plus toHit IO, plus tactics, etc.. I could see -def being useful when the game first came out, but after you are capped at 95% to hit it does absolutely nothing. All decent builds will be at 95% or better to-hit. All my builds have attacks with accuracy ratings of 150-240% without even trying hard. Even if I'm to-hit debuffed my accuracy will be capped at 95% for all powers in virtually every situation making -def worthless.
About the only times I can see it being worthwhile are:
1. While leveling and powers are underslotted for accuracy and global accuracy
2. Playing with very cheap, or inexperience players, or players with bad builds at lvl 50
3. As an aid against -to-hit debuffs (not useful at all when playing with other players with decent builds).
4. When attacking mobs much higher in level or with major defense buffs (again, not useful at all when playing with other players with decent builds).
5. It will allow you to slot less accuracy in individual powers or work effectively with less global accuracy (most IO sets have built-in accuracy and many have built-in global accuracy, so this is pretty unavoidable making this benefit questionable at best).
Personally, I'd just ignore the -def and enhance the other aspects of the powers. Of all the secondary effects, -def seems like the least useful one by quite a large margin.
I've never played a -def toon before so I could be missing something here. Please, feel free to enlighten me if I'm way off base. -
Quote:The not having an extra ranged attack that does decent damage is a deal breaker with me on most of these builds. There are lots of times for tough encounters where do you don't want to be in melee range (even with a high defense build) in which case Incinerate becomes useless. What exactly are you guys planning on using as a ranged attack chain? You can somewhat fill in a few gaps occasionally with Fireball, but will be left with some pretty large holes in the attack chain or using extremely poorly slotted attacks....
Another thing is that I like to slot my AoE immobilize as an attack if I can get away with it. I admit that that sort of sloting scheme is more important on Controllers than Doms -- and it's clear that Silas will have more than enough AoE damage either way, but like the Concealment mules, this is just one of those things that I like to do out of principle. Anyway, Fire Cages' average damage goes from 19.7 to 50.11.
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Just a note, my slotting of Hot Feet had a bug, I wasn't using the Damage/Endurance enhancement from Armaggedon. I've updated the build. It saves .09 endurance per second vs the old version for a total endurance gain of 2.54 e/s (only considering toggles).
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Again, I think this is a matter of play style. I notice a significant, negative impact on Hot Feet when it isn't capped for slow. Often when I'm speeding through things, I won't bother using Fire Cages (especially when Flashfire isn't up) and just focus on DPS instead while relying on the mitigation and slow from Hot Feet. While RoF will help a bit with this, it isn't always up when I need it.
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That is a somewhat viable approach with some caveats:
1. Fire Cages uses tons of endurance, unless you are running Cardiac or have lots of endurance reductions slotted you will have major endurance issues.
2. The -knockback time on Fire Cages is 12 seconds and is not enhanceable as far as I know -- maybe something like secondary effect boosters might affect it, but I don't really know. It will need to be refreshed often.
3. Fire Cages has low accuracy so make sure you have enough accuracy (global or slotted) .
4. Bonfire does it's damage over time and pretty slowly.
I'd definitely get Combustion first and use it as an AoE power in preference to Fire Breath and Bonfire. I like Bonfire for a bit of extra control in some special cases, but as a damage power it needs a lot of attention and excessive endurance to use to good effect. Fire Breath I'm not such a huge fan of, you need to spend lots of time positioning while wasting endurance and damage from Hot Feet (assuming you are running it). I do play high defense builds though. If you play mostly at range, then Fire Breath is pretty important.
Bonfire is particularly good when you can corner or wall mobs and get nearly perma knockdown and decent damage without having to worry about Fire Cages. -
I agree with this. Also, Hot Feet really needs a slot to cap slow. Without it, it turns a good power into a mediocre power.
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Quote:Personally, I'd do something more like this:Oh right, okay. That makes sense.
For Consume, ideally I wouldn't need it. I don't like having to rely on that kind of thing. I didn't build my Cold to require Heat Loss and I didn't build my Kin to require Transference. Unfortunately, for this build and what I want out of it, that's not a luxury I can have. Eh, its not too bad though. My experience of the build is that most of the time the Dom refills and my recovery are enough to keep my going. It's not like I'm using Consume as soon as it recharges, far from it actually. So I don't mind.
As for Combustion, I'm of two minds. On the one hand, its slow animating and all DoT. Wish it was FSC instead. On the other, it does pretty decent damage, has a wide radius and would be another AoE for even more carnage. If you can fit it in, that'd be a positive. More options are always good. It was just one of the first powers on the chopping block for me.
It gets rid of the wasted power mule power RoF and mule slotting for Consume and picks up Combusion. I'm actually liking the looks of this one, I may go with this rather than capped S/L. It loses SS, but just cope with Ninja Run 8-).
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Quote:To each his own I guess. The build caught my fancy and I think I'm going to build it. It suites my play style and if it isn't what I hoped, I can always swap things around a bit. That is the nice thing about incarnate powers is that they are very easy to swap around and experiment with. And I have plenty of respecs waiting. And like I said before, even without depending on Barrier, I think it's still an exceptional build.I think building up a character for high DEF and then using Barrier to give yourself the last 5% is a waste of resources. In my view, if you're going to go through the trouble of giving yourself lots of DEF through IOs, then you should put yourself in a position to take advantage of the other, excellent Destiny buffs -- the layered mitigation from Rebirth Destinty, or the recovery/recharge from Ageless....
So if you're gonna go with Barrier, I'd say go naked otherwise: That is, balls-to-the-wall recharge with a powerful panic button power (and preferably a Patron/APP shield of some sort, but that's given). Builds can be crafted to lean on Luck Inspirations otherwise.
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Destiny is your opportunity to diversify your capabilities, an extra tool that fits those situations. Reducing Destiny to the equivalent of a couple of set bonuses is cheating yourself. -
Quote:Ah, thanks for the correction there.A 2.1 second recharge timer gives you a 2.1 + 1.32 = 3.42 second total cycle time. Char doesn't cast instantly, after all.
So 17.9 seconds allows 5 hold effects to stack, for 15 mags. 26.82 seconds allows 7 holds to stack, for 21 mags. 21 + 15 = 36, which is way short of the 50+ you're gonna need. If you pick up the Meglomaniac Accolade, you can brute force your way through a +0 AV's protection for a little while -- and generally I tend to agree with your approach of slotting Char as an attack, but then again I'm rather burnt out on solo escapades like soloing AVs.
Don't expect your slotting to hold AVs consistently. -
Quote:Dom +3 extra magnitude for unenhanceable 17.9 secs at a recharge time of 2.1s means the most anyone can get from the domination portion of Char is roughly 24 magnitude (at most 8 casts can stack). The regular enhanced duration portion of the power lasts 26.82 for an extra possible 36 magnitude (at most 12 casts can stack) for a max total magnitude of 60 hold doing nothing but casting Char.Can you show the math for stacking enough mag to per ahold an AV with your slotting? I'm at work so I don't have access to the numbers.
Thinking about the the overall DPS, I'm not so sure that Apocalypse is better in Char since it has better recharge time which affects the entire damage of the power so would have better effect in a higher damage power. You'd really need to do a calculation on the entire attack chain, I'm guessing it would be pretty close.
Update: The math for hold above is incorrect because it doesn't take cast time into account. See post below. -
Quote:The default slotting with no hold enhancers in my build will permahold AVs through purple triangles (assuming 50 magnitude). I guess if you care more about big numbers than overall DPS, then that is a good argument. The difference is rather small though, so probably not worth worrying about and sometimes finishing off something extremely quickly is important. Another positive point for putting Decimation in Blaze is that it has higher endurance reduction than the purple set and Blaze uses significantly more endurance than Char.Slotting Char for Hold isn't a waste. You've got Blaze and Blast for damage. Slotting char properly means you can permahold AVs right through the purple triangles. Blaze is by far the best attack in either set, so it makes the most out of the Apoc set. Even slotted for damage Char does 100 points of damage less than Fire Blast, and all DoT.
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Quote:I'm completely mystified why you'd swap Ragnarok in RoF with Positron's in Fireball. Fireball gets cast more often so will get much better effect from the damage proc and since it casts faster at base level, the extra recharge from Ragnarok will have a much more significant effect on RoF.This is what I've come up with. Still not totally happy with it, its a WIP
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What do you guys think? Ideas, improvements, tweaks?
Also, Char does significant damage when slotted for damage (I wish my build had an extra slot for hold) but fully slotting Char with a hold set seems a waste. I think the damage bonus you got for blaze is smaller than the decrease in damage in Char and since Char gets cast more often, the effect will be even bigger.
Super speed needs a stealth IO.
I like the fact that you squeezed out a percent of recharge and the +end proc.
You should put in the performance shifter end IO for +5% run speed. -
Quote:I haven't tried out this build yet. My Fire^3 is still a baby (I do have lots of experience with fire blast set and fire control set from other toons), I just like planning early 8-).Now that's really interesting. End use looks like it could be a problem though, even with the Cardiac Alpha. Toggles burn 1.4 end/sec, total end rec is 3.62, with permadom adding about another 1/sec. Have you played either of these builds to see how endurance is when in use? Using all the AoEs and all?
One thing I'd change is put Invis where Bonfire is, then take Consume at 49. I'd also swap around the placement of some of the sets, but that wouldn't change anything but the stats on individual attacks.
Very very interesting though, might have to steal this and tweak it for my Dom!
Like I said in my original post, depending on testing I'd probably swap bonfire for consume. I'm guessing in a team run you'd probably have enough extra buffs that it won't be a problem and when running solo, just the time moving from spawn to spawn will be enough to gain back enough endurance. It's a tough choice, I really love both powers. On all my other high level toons, I almost always go with radial musculature, so not a lot of experience with cardiac. The numbers look promising though.
I'm also guessing that endurance consumption will depend a lot on play style. If you do your opening sequence and let the pets and hot feet finish off most things I'm guessing you'll be just fine. If you find the need to be constantly spamming your biggest attacks, you might be better off with consume.
Also, if you can live with 60% rather than 63% S/L, you can replace the PvP resistance IO with the PvP defensive IO and then you can turn off Stealth, saving quite a bit of endurance and increasing your run speed substantially. Actually, I think I'll update the build in a bit to do just that. -
Quote:Here is a variation of my build with 46% S/L resistance and 32.8% S/L defense (so can be capped with 1 small luck). Non of the defense is dependent on Barrier.Its interesting because my current (but outdated) Fire/Fire Doms build is Scorpion Mastery for softcapped s/l. I've wanted to update him but didn't want to give up softcapped s/l for Fireball and RoF.
I couldn't get a build that was softcapped s/l with Fire Mastery that also had a level of recharge I was happy with. So this build is pretty cool. I think what I'm actually gonna do is just go full recharge for my Fire/Fire Dom, since Tough and Fire Shield with Cardiac and the Shield Wall +3% res IO nets you over 60% s/l resistance. That with the Rebirth Destiny should make him tough enough. Especially with how fast he'll kill stuff with Fire Mastery and Reactive
Very interesting build though, thanks for sharing.
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I'm really surprised that they are releasing patches (like the one on the 26th) that dramatically increase server-side lag after so many people negatively comment on the lag already.
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BAF has been virtually unplayable by me due to server-side lag since the patch on the 26th. It used to be only extremely laggy during prisoner escape phase, but now almost the entire trial experiences the same lag. Everyone in the trials I ran experienced the same lag (from all the negative comments I was hearing in league chat) during multiple runs. I've stopped running BAF until this gets fixed.
I blame the bogus, super-secret participation code for the increased lag (even though I have no proof).
I really think they should revert the last patch until they can fix this issue. I have submitted a bug in game and encourage others experiencing this issue to do likewise. -
I still believe that the rewards are extremely broken or will appear to be extremely broken by much of the player base until they either:
1. Get rid of the participation code. Really, what is the point anyway? Let the leaders kick leaches. I have a sneaky suspicion that much of the lag in trials may be attributable to it. Lets see, we can have a horribly complicated, buggy, non-transparent, lag-inducing participation system that provides little to no benefit or we could go with the elegant, fair solution and do nothing...which would you choose?
2. Make the participation code transparent. At the very least, have a message like "You've qualified for up to Rare components based on participation" so that one can tell whether the problem is just an unlucky random number streak or based on some buggy participation code. I bet such a message would show all sorts of major problems with the current participation implementation.
Also, adding some type of streak breaker would go a long way towards making people happier. At least once every 10 successful runs one should get a rare and at least once every 20 successful runs one should get a very rare, if they haven't already. -
Quote:Ah, I never realized that. Nice to know. I've updated the build to include it.no, he meant enzyme. its a bug but its been around since forever and the devs are too busy to fix it. iirc castle acknowledged its existence before he left. 2 enzymes cap out defense slotting because they use the defense debuff schedule for defense buffing(33ish% vs 22ish%).
Quote:one thing i dont understand about your build is that you sacrifice so much to get fireball but skipped fire breath. its a nice mathematical feat but imo if you have to include barrier(an extra click every 2 mins) you might as well just get some other temporary power like cryonite armor for a more meaningful defense buff for cheaper.
Also, if you don't like clicking Barrier every two minutes, I think this build would still be fairly impressive without it -- even without replacing Barrier with a temporary power. 40% S/L defense is nothing to sneeze at especially on a power set without any innate defensive power and especially on a dominator with all the extra mitigation from controls. The only reason I posted this was because I believe it is a perfectly viable build and more than a "mathematical feat". -
Quote:Actually, that doesn't work. A Cyctoskeleton (assuming this is what you meant instead of Enzyme) which I typically love in defensive powers is actually less defense than a pure defense IO. The LoTG is 25.5% defense while a Cyto is only 20%. The benefits to Cycto is that is has endurance reduction as well.My one suggestion, if this matters to you, would be to swap the LOTG Def in Maneuvers for an Enzyme -- you lose 10% regen but get fully softcapped. Personally, being under 45% bothers me, even if it's only a little bit under.
That last nine one-hundreth of a percent really bothers me too, but I couldn't find a reasonable way to fix it in the hundred or so variations of the build that tried without giving up perma-Dom without Hasten or some other equally important goal.
Update: I didn't realize that Enzyme was 33% to defense. I went and updated the build. Thanks for pointing that out.