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Out of curiosity, I decided to see if I could make a non-gimped, defensively soft-capped for S/L, cost-no-object Fire^3 build taking into consideration new incarnate powers. I tried this once a while ago without taking incarnates into consideration and was completely unable to make anything worth using. This build assumes you are running T4 Cardiac and T4 Barrier. I think I've mostly succeeded.
This build has:
1. All the "must have" powers from all three sets, with the exception of Fire Imps, I just couldn't fit that in the build and they are fairly situational so I dropped them. All attack powers are decently slotted (and most are close to ideally slotted except Char which I'd love to add a sixth slot for extra damage).
2. Perma-Hasten, perma-Domination, perma-Domination without Hasten.
3. Defense soft-capped for S/L (45.4%) with the 5% minimum defense from Barrier.
4. A sustainable attack chain of Blaze, Incinerate, Fire Blast (with a .06s gap). The build is perfectly viable to run without Tough which makes endurance regen issues much better especially with heavy AoE usage.
I wish I had about 8 more slots, this build is *extremely* tight. Just 3 more slots and it would have capped S/L without needing Stealth (1 extra Enzyme in Weave and 2 Enzymes in Maneuvers -- after replacing CJ with Manuevers) but I haven't figured out how to work that in yet -- it might not be possible without losing perma-Dom without Hasten.
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Hot And Bothersome: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char- (A) Unbreakable Constraint - Hold
- (3) Unbreakable Constraint - Chance for Smashing Damage
- (3) Unbreakable Constraint - Endurance/Hold
- (5) Unbreakable Constraint - Hold/Recharge
- (5) Unbreakable Constraint - Accuracy/Hold/Recharge
- (A) Damage Increase IO
- (A) Enfeebled Operation - Accuracy/Immobilize
- (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (11) Enfeebled Operation - Accuracy/Recharge
- (11) Enfeebled Operation - Immobilize/Range
- (13) Enfeebled Operation - Accuracy/Endurance
- (13) Enfeebled Operation - Endurance/Immobilize
- (A) Hecatomb - Chance of Damage(Negative)
- (15) Hecatomb - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (17) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Armageddon - Chance for Fire Damage
- (21) Armageddon - Damage/Endurance
- (21) Armageddon - Damage
- (23) Armageddon - Accuracy/Damage/Recharge
- (23) Armageddon - Damage/Recharge
- (25) HamiO:Microfilament Exposure
- (A) Decimation - Accuracy/Damage/Recharge
- (25) Decimation - Accuracy/Damage
- (27) Decimation - Damage/Endurance
- (27) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (A) Absolute Amazement - Endurance/Stun
- (29) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (31) Absolute Amazement - Accuracy/Stun/Recharge
- (31) Absolute Amazement - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (33) Basilisk's Gaze - Accuracy/Recharge
- (33) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Obliteration - Chance for Smashing Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Damage
- (A) Kinetic Combat - Knockdown Bonus
- (36) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (37) HamiO:Enzyme Exposure
- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Enfeebled Operation - Accuracy/Immobilize
- (40) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (42) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Endurance/Immobilize
- (42) Enfeebled Operation - Accuracy/Endurance
- (50) Enfeebled Operation - Immobilize/Range
- (A) Luck of the Gambler - Recharge Speed
- (A) Apocalypse - Chance of Damage(Negative)
- (43) Apocalypse - Damage/Endurance
- (43) Apocalypse - Accuracy/Damage/Recharge
- (45) Apocalypse - Accuracy/Recharge
- (45) Apocalypse - Damage/Recharge
- (A) Ragnarok - Damage/Endurance
- (45) Ragnarok - Damage
- (46) Ragnarok - Damage/Recharge
- (46) Ragnarok - Accuracy/Damage/Recharge
- (46) Ragnarok - Accuracy/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
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Level 1: Brawl- (A) Kinetic Combat - Knockdown Bonus
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (43) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (50) Endurance Modification IO
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 29.13% Defense(Smashing)
- 29.13% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 8.5% Defense(Energy)
- 8.5% Defense(Negative)
- 6% Defense(Psionic)
- 27.88% Defense(Melee)
- 7.25% Defense(Ranged)
- 6% Defense(AoE)
- 2.25% Max End
- 125% Enhancement(RechargeTime)
- 6% Enhancement(Immobilize)
- 87% Enhancement(Accuracy)
- 87.75 HP (8.628%) HitPoints
- MezResist(Immobilize) 11%
- MezResist(Stun) 4.4%
- 24.5% (0.409 End/sec) Recovery
- 16% (0.679 HP/sec) Regeneration
- 11.66% Resistance(Fire)
- 11.66% Resistance(Cold)
- 3.75% Resistance(Negative)
Code:PS. Here are the binds that I run with. I keep domination on permanent auto. Moving forward or backwards causes hasten to activate. And moving right or left causes Barrier to activate. It makes many annoying buzzing sounds (trying to let you know that the power is not yet ready) but that is defeatable if you search the boards. The other alternative is to have bind files that switch between domination/hasten/barrier on auto which won't have the annoying buzzing. Also, shift clicking on the ground causes rain of fire to automatically be cast at that location (very nice).| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1467;712;1424;HEX;| |78DA65936B4F1341148667BB5B0A85520A72130AA594B6B4525AC0BB86209700520| |362D4F88554D8C0266597745723DFFC095EE3ED67A8D11FE2E55778F9A2F15ECF9E| |77289BB449FBCC9C397DCF3B67668A77E65A84B83B2D94F06CB964DB1B73D6AE619| |61CABE22F96B68DCDF645CB89CD985BB10B96B3A3576C6B570F0821066A691BB396| |E954AC726EC1A8E80793C1C3E519DB2EDD2A3BB4AC57F60F66912593C474D3C91D0| |C82AB1669ACEFE9FA5684874BE66DC3366E1A65C3D90F7164C1D8DE710C73BB8567| |2B7A698F267DF37BC6266A174BB6E3D6A8D5EE21A319FA0EAB427EAA9A98F309511| |0BE256091A1CD030B8C6FBE5ABA1051424A24484141C8AF3C56DCACC6478CE03DE0| |21A3E501709FF19D8454F92F35CBDAAD29609D8271D1B60AAC31DA2F33E2D45F3F1| |7AB2AFEAC70D3DB81248905B0E20F9C67A123E780538CAE33C06946CF59CAD454F1| |83664D72FB4D2F783F3D4F18479F02CF18FDCF1929AAD22CD39B2FB152FF3263E02| |2B002141921B21B822911EAE47DFFA485B06C6018D6D3241A41488DBCF3B97D8DBD| |073E001F19BFE8B743B6ACC36D5E410CFDE13A437F817F8CE12AF09BA190874EA9D| |E7985BB388C6626D0E1043AAC525EB7F4DA3DC1EA1A857A65B77B613F71127D73B5| |FBF8D8ABFE3E7849A26C126593709682B3149C75916054D68842304EFF1D949B1AC| |4ED49E1F68CE2F68CE2BE8CE2F61470975A03AE6508C521E4161A91473352E07299| |3C90631C1B07C670CBA8E369999E3E819509C6D82430051C6784293D2BD3B36FF9D| |8C6DF002F81578CC26B461BA5E7E446736E57A3224C96F3D2721E96FBB5DA635205| |8EA60187D180136AC45388BB7950AB6634CF031CE262796F680C36EA4393F5A1A9F| |AD08A37A4F2D657B5DAFB160A6E6C535BEDF1563F0569596E5581C897C390A22C2B| |EEC3C95CE51D7FF626A739F9AB373906F7C05AD08DA1CA35CFF8BA677CC3339EA6C| |75190E3FFB889DC5C| |-------------------------------------------------------------------|
/bind w "+forward$$powexecname Hasten"
/bind up "+forward$$powexecname Hasten"
/bind s "+backward$$powexecname Hasten"
/bind down "+backward$$powexecname Hasten"
/bind a "+left$$powexecname Barrier Core Epiphany"
/bind left "+left$$powexecname Barrier Core Epiphany"
/bind d "+right$$powexecname Barrier Core Epiphany"
/bind right "+right$$powexecname Barrier Core Epiphany"
/bind shift+lbutton "powexecname Rain of Fire" -
Assuming you are looking for feedback on that build, here is my advice:
I notice a number of problems with this build.
1. Hot Feet doesn't have nearly enough endurance reduction. It is a complete endurance hog. Either frankenslot for damage/endurance or use the purple set and a microfilament. Obliteration is the worse possible set unless you are just using the power as a mule. At the very least, add another slot with just an endurance IO. Also, plan on adding 1 slow IO (microfilament is perfect). Hot Feet is 70% slow unenhanced and the cap is 90% so it doesn't need much, but the extra slow is very noticeable and beneficial.
2. Swap the slotting of Frozen Armor and Maneuvers for a significant boost to defense.
3. Ice Storm seems woefully underslotted.
4. Put stealth IO in Super Speed for true invis and drop the knockback IO, it isn't needed if you get perma-Dom (unless you are really crazy about the few cases were some mobs have high magnitude knockbacks in which case you'll want at least 12 knockback protection).
5. AOE damage is lacking. Try picking up Bonfire or Fire Breath. Bonfire is a lot better than many people give it credit for especially when used with Fire Cage's 12 sec of anti-knockback.
6. Flares seems overslotted to me (anything more than 3 ... you could probably get away with 1 or 2). While Decimation does have good set bonuses, no amount of slots will make this power anything but a filler while other, better powers are recharging. The extra slots could probably be used more effectively elsewhere. This is mostly my own personal preference, I've seen a few excellent builds that had this five slotted with Decimation.
On my fire/fire/ice build I was able to get perma-Hasten, perma-Dom, perma-Dom without Hasten and soft capped S/L defense while having good single target and aoe damage. Given the amount you are proposing to spend on that build, I'd definitely try doing a bit more optimization. -
The only fair way to do it is to make it purely random.
The only reasonably fair way to do it so that it seems fair to people is to make it random with streak breakers.
Let the trial leaders be responsible for kicking out duds.
I predict any other scheme that one could come up with will have some unintentional drawback or bias. -
Reading all these great responses, really made it obvious that I have another set of 5 QoL issues that I'd really like to see improved.
1. Eliminate time to redraw weapons.
Many class combinations are made inferior to completely unworkable because of weapon redraw issues.
2. Don't root during power activation animation or allow ability to cancel power activation.
Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead. Maybe make this optional for people who are used to the old way. Clearly having some mechanism to cancel a power mid-flight is a good thing and movement is a pretty convenient way of doing it. An alternative would be to keep root, but make something like the jump key cancel the current power so that you can move immediately. This would probably make some long casting powers somewhat viable.
3. Another vote for improving the respec process.
The respec process is extremely linear, slow and frustrating. Making it behave much more like Mids would be a *huge* upgrade (really just have someone sit down and copy the interface or hire the current developer as a consultant). Taking Mids data chunks and trying to make a build as close to that as possible while allowing you to modify it would be wonderful. Having a respec option that just lets you loot the current build quickly would be great. Don't auto-fill the trays after a respec. Better yet, remember the placement of powers before the respec and for any common powers after the respec put the power in the exact same spot.
4. Another vote for having the ability to invite offline members to an SG to make it easier and safer to invite alts.
5. Another vote for fixing the "Hide Useful Salvage Warning" option. -
I'd like to start this thread for people to post their top 5 I20 quality of life issue that they would like to see addressed.
Here are mine:
1. Reduce server-side lag.
Notable reliable examples include BAF escapees, canyon in ITF and mothership raids. This is particularly bad with people who have critical powers on medium to long recharge times. The UI says a power is ready to use far before the the server will allow it to be used. Sometimes powers take 2-15 extra seconds to activate after being pressed before they take effect making for very slow and annoying game play.
2. Have up to 4 powers be auto-fire instead of the current 1.
Consider making it so that at most only 1 damaging power can be set on auto to help minimize botting. For instance, my dominator would like domination, hasten, embrace of fire and destiny all on auto-fire.
3. Minimize/eliminate loading times.
I have a machine with 8 GB of memory, feel free to precache every adjacent zone and every mission that I have.
4. Reduce annoyance of cutscenes.
After watching the same cutscene 50 or so times, they get really old. Also, being able to chat with friends or do any non-combat functions would be very nice. I'd suggest an option that lets the cutscene to be played in a tiny window while allowing complete use of the regular UI except for not being able to use any power or move. Even better would be to have TFs and Trials have an option for whether to play cutscenes that the leader can select when starting.
5. Eliminate need to be in the same zone to start a trial.
Forming trial groups often takes much longer than actually running the trial and this is one of the major culprits. Being in a full zone while trying to get other members in is extremely painful. -
A couple of comments about the build.
1. If you replace the endurance recovery in weave, maneuvers and assault with Cyctoskeletons, you can get rid of the defense slot in combat jumping and use that to better effect somewhere else.
2. Taking burn, fire sword and fire sword circle without taking hot feet seems silly to me, if you are going to be in the center of the action, the mitigation from the fear on hot feet it extremely important and the slow effect is extremely nice especially when soloing. Personally, the radius on burn leaves a lot to be desired IMO and I dropped it. Burn seems like a much better power on a melee toon with a taunt to guarantee lots of mobs in melee range.
3. Super Speed and Hasten come *far* too late in the build. You only have knockback and invisibility at lvl 45+ which is terrible for leveling on any time you are exemplared. I highly recommend taking Hasten before lvl 10 and Super Speed at lvl 14.
Here is the build that I'm currently working towards:
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Hot Frenchman: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast- (A) Apocalypse - Chance of Damage(Negative)
- (3) Apocalypse - Damage/Endurance
- (3) Apocalypse - Damage/Recharge
- (15) Apocalypse - Accuracy/Recharge
- (17) Apocalypse - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Endurance
- (23) Enfeebled Operation - Endurance/Immobilize
- (33) Enfeebled Operation - Immobilize/Range
- (33) Enfeebled Operation - Accuracy/Immobilize
- (36) Apocalypse - Damage
- (40) Damage Increase IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (7) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Accuracy/Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Endurance
- (A) Hecatomb - Chance of Damage(Negative)
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Damage
- (25) Hecatomb - Accuracy/Damage/Recharge
- (31) Hecatomb - Accuracy/Recharge
- (A) Ragnarok - Damage
- (7) Ragnarok - Damage/Endurance
- (19) Ragnarok - Accuracy/Recharge
- (21) Ragnarok - Accuracy/Damage/Recharge
- (21) Ragnarok - Damage/Recharge
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (17) Obliteration - Damage/Recharge
- (19) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (31) Adjusted Targeting - Recharge
- (46) Rectified Reticle - Increased Perception
- (50) Rectified Reticle - To Hit Buff/Recharge
- (A) Celerity - +Stealth
- (A) Adjusted Targeting - Recharge
- (25) Adjusted Targeting - To Hit Buff/Recharge
- (39) Rectified Reticle - To Hit Buff/Recharge
- (48) Rectified Reticle - To Hit Buff
- (A) Decimation - Accuracy/Damage
- (27) Decimation - Accuracy/Damage/Recharge
- (29) Decimation - Damage/Endurance
- (31) Decimation - Damage/Recharge
- (33) Decimation - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (37) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (37) Kismet - Accuracy +6%
- (50) Karma - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Recharge
- (A) Damage Increase IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (34) Gladiator's Armor - TP Protection +3% Def (All)
- (43) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed
- (37) HamiO:Cytoskeleton Exposure
- (A) Armageddon - Chance for Fire Damage
- (39) Armageddon - Damage/Endurance
- (40) Armageddon - Damage
- (40) Armageddon - Accuracy/Damage/Recharge
- (42) Armageddon - Accuracy/Recharge
- (42) HamiO:Microfilament Exposure
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (50) HamiO:Cytoskeleton Exposure
- (A) Enfeebled Operation - Accuracy/Immobilize
- (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (45) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (46) Enfeebled Operation - Accuracy/Endurance
- (48) Enfeebled Operation - Immobilize/Range
- (A) Jumping IO
- (A) Luck of the Gambler - Recharge Speed
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
------------
Level 1: Brawl- (A) Kinetic Combat - Knockdown Bonus
- (34) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 6: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (23) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (27) Performance Shifter - EndMod
- (29) Endurance Modification IO
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 21.94% Defense(Smashing)
- 21.94% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 19.13% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 2.25% Max End
- 72% Enhancement(Accuracy)
- 105% Enhancement(RechargeTime)
- 6% Enhancement(Immobilize)
- 5% FlySpeed
- 94.87 HP (7.873%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 2.2%
- 20% Perception
- 17% (0.284 End/sec) Recovery
- 26% (1.308 HP/sec) Regeneration
- 10.71% Resistance(Fire)
- 10.71% Resistance(Cold)
- 3.75% Resistance(Negative)
- 5% RunSpeed
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Here is a Fire^3 build that I think I'm going to aim for. Not sure how I got 102% global accuracy, I wasn't really going for that 8-).
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Hot Topic: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char- (A) Apocalypse - Chance of Damage(Negative)
- (5) Apocalypse - Damage/Recharge
- (7) Apocalypse - Damage/Endurance
- (7) Apocalypse - Accuracy/Damage/Recharge
- (13) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Chance for Smashing Damage
- (A) Apocalypse - Damage
- (27) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Damage/Endurance
- (A) Gravitational Anchor - Immobilize/Endurance
- (21) Gravitational Anchor - Immobilize
- (21) Gravitational Anchor - Immobilize/Recharge
- (23) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (23) Gravitational Anchor - Accuracy/Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (19) Hecatomb - Damage/Endurance
- (25) Hecatomb - Damage
- (36) Hecatomb - Accuracy/Damage/Recharge
- (37) Hecatomb - Accuracy/Recharge
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Armageddon - Chance for Fire Damage
- (9) Armageddon - Damage/Endurance
- (9) Armageddon - Accuracy/Recharge
- (11) Armageddon - Accuracy/Damage/Recharge
- (11) Armageddon - Damage
- (13) HamiO:Microfilament Exposure
- (A) Decimation - Accuracy/Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (A) Absolute Amazement - Endurance/Stun
- (15) Absolute Amazement - Accuracy/Recharge
- (15) Absolute Amazement - Accuracy/Stun/Recharge
- (17) Absolute Amazement - Stun/Recharge
- (17) Absolute Amazement - Stun
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Unbreakable Constraint - Accuracy/Hold/Recharge
- (31) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (34) Basilisk's Gaze - Endurance/Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Recharge
- (A) Obliteration - Chance for Smashing Damage
- (31) Obliteration - Damage
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (29) Kismet - Accuracy +6%
- (39) Karma - Knockback Protection
- (A) Endurance Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Damage/Range
- (50) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Endurance
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod
- (A) Luck of the Gambler - Recharge Speed
- (43) HamiO:Ribosome Exposure
- (A) Soulbound Allegiance - Chance for Build Up
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Damage/Endurance
- (46) Expedient Reinforcement - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Decimation - Accuracy/Damage/Recharge
- (40) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Endurance
- (40) Decimation - Damage/Recharge
- (43) Decimation - Accuracy/Endurance/Recharge
- (A) Ragnarok - Damage/Endurance
- (42) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Accuracy/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (A) HamiO:Ribosome Exposure
- (48) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Total Radial Revamp
------------
Level 1: Brawl- (A) Damage Increase IO
Level 1: Sprint- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (3) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (5) Endurance Modification IO
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 4.5% Max End
- 131.25% Enhancement(RechargeTime)
- 102% Enhancement(Accuracy)
- 5% FlySpeed
- 64.86 HP (6.377%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 29% (0.484 End/sec) Recovery
- 32% (1.359 HP/sec) Regeneration
- 15.75% Resistance(Fire)
- 15.75% Resistance(Cold)
- 5% RunSpeed
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Lag reduces the effectiveness of most classes on that phase of the BAF. Ill/Rad is not alone in that regard. Even if you had an effective control, being able to use it before everything runs off would still be a fail most of the time. Choking Cloud is particularly good because it isn't affected by lag (as far as I can tell) since it is a toggle. Also, epic pools like ice and stone provide alternate means of control -- probably ice would be best. If you are really concerned over that phase, I bet you could put an alternate build together that made you feel more effective. As a matter of fact, I posted an Ill/Rad/Ice build with Choking Cloud last week that fits the bill almost perfectly. http://boards.cityofheroes.com/showthread.php?t=256216
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Out of curiosity, I did the calculations for a 4 slotted damage proc CC.
The results:
.3% chance for 4 damage procs to trigger simultaneously
3.7% chance for 3 damage procs to trigger simultaneously
19.1% chance for 2 damage procs to trigger simultaneously
42.6% chance for 1 damage proc to trigger
34.3% chance for 0 damage procs to trigger
65.7% chance for at least 1 damage proc to trigger
23.1% chance for at least 2 damage procs to trigger simultaneously
4.0% chance for at least 3 damage procs to trigger simultaneously
DPS: 9.2 DPS per target in range of CC up to 16 (assuming the 10 second rule). At 8 targets it would be doing 73.6 DPS and at 16 targets it would be doing 147.2 DPS.
===============================================
The calculations:
1111 .33 .20 .20 .20 (.00264) bsss
0111 .67 .20 .20 .20 (.00536) sss
1011 .33 .80 .20 .20 (.01056) bss
1101 .33 .20 .80 .20 (.01056) bss
1110 .33 .20 .20 .80 (.01056) bss
(.03704)
0011 .67 .80 .20 .20 (.02144) ss
1100 .33 .20 .80 .80 (.04224) bs
0110 .67 .20 .20 .80 (.02144) ss
1001 .33 .80 .80 .20 (.04224) bs
0101 .67 .20 .80 .20 (.02144) ss
1010 .33 .80 .20 .80 (.04224) bs
(.19104)
0001 .67 .80 .80 .20 (.08576) s
1000 .33 .80 .80 .80 (.16896) b
0100 .67 .20 .80 .80 (.08576) s
0010 .67 .80 .20 .80 (.08576) s
(.42624)
0000 .67 .80 .80 .80 (.34304) 0
s = 71.75
b = 106.9
for 4 (.00264 * (b + (s * 3))) = .85
for 3 (.00536 * s * 3) + (.01056 * (b + (s * 2))) = 27.6
for 2 (.02144 * s * 6) + (.04224 * s * 3) + (.04224 * b * 3) = 31.86
for 1 (.08576 * s * 3) + (.16896 * b) = 36.5
for 0 0
1:
Per Tick: 92
Per Second (10 sec rule): 9.2 -
Here is my Ill/FF/Stone build if that helps. It has capped HP, S/L defense and perma Phantom Army and Hasten without incarnate buffs. It doesn't have provoke though and is very expensive. With chaining repulsion bomb and fissure, everything is knocked down so much that it's not particularly needed. I find that Phantasm's knockback is extremely annoying for this build and dramatically drops DPS against groups, so I only bring him out for tough single targets. I really think this build is a lot of fun at high levels [although extremely passive and boring before the epic pool attacks]. It is underpowered in the damage department compared to many other vastly cheaper builds for other ATs or power sets -- the main reasons being no buffs other than defense and absolutely no debuffs, also repulsion bomb doesn't seem to be affected by containment the last time I checked. The sleep hole can be kind of annoying.
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It looks like we were both wrong about the current state of CC:
Quote:High Accuracy only goes so far in Choking Cloud. Yes, it does check for a ToHit first. It starts at the base 75% and is supposed to not take Accuracy . . . but we know you can fit in Accuracy with sets, Hami-Os and global accuracy. Plus Defense Debuffs such as the one in RI have the effect of adding accuracy. But still, the 95% cap is in effect, so anything over the 95% cap is wasted. I find that on most of my higher builds, I have plenty of global accuracy and don't really need to slot Choking Cloud for more accuracy.
Accuracy is irrelevant to CC. It starts at 100% and gets limited to 95% in the rolls. There is no way to directly decrease accuracy (as far as I can tell) from powers and increasing accuracy makes no difference (tested this today). High ToHit is irrelevant to the power as well. I didn't test it but it would be nice to know how the power behaves with floored ToHit. Also, the default accuracy for CC is 100% not 75% like indicated.
Quote:Because of the odd way that Choking Cloud stacks mag, the Lockdown proc seems to work well. On the 50% of minions not held, the Lockdown proc adds a 20% chance to hold them.
Quote:Of the 60% of Lieutenants not held, the Lockdown proc adds a 18% chance to hold them.
Quote:Same with 100% of bosses. In effect, it adds a 10% chance to hold more minions, slightly over 10% chance to hold more lieutenants, and an 18% chance to hold bosses (which Choking Cloud cannot do on its own).
With the Lockdown proc, the probabilities would be:
8.5% chance of 0 Mag
34% chance of 1 Mag
10% chance of 2 Mag
40% chance of 3 Mag
1.5% chance of 4 Mag
6% chance of 5 Mag -
Ok, I did some more testing and got results that were quite different than when I tested this about a year and a half ago (when RI made a huge difference to final ToHit probabilities) and this is what I found out about the current state of the power for i19.
1. Accuracy is irrelevant to the power. It has a default accuracy of 100% but since there is no way to reduce accuracy in game via powers (as far as I know), just ToHit, lowering accuracy is not relevant. I tested with 1.0 and 1.26 accuracy and got the same combat rolls of 95% chance to hit, 50 and 80, so increasing accuracy didn't help either. Btw, I tested this on an unlsotted alternate build that had no global accuracy and was still getting to hit rolls of 95%.
2. ToHit is irrelevant to the power. I turned on and off Tactics and got the same 95/80/50 rolls. Actually, to test this further it would be nice to floor ToHit and see if the probabilities change at all (especially the 95% one and if it does what effect does it have -- does it only affect procs or both procs and hold).
3. Mob -ToHit is irrelevant to the power. I turned on and off RI and got the same 95/80/50 rolls.
4. The power is not auto hit since you see the 95% chance to hit rolls. There is a slight chance that the 95% chance calculation is just used for determining if a proc is going to go off and that the chance to hold is auto hit. The fact that the 95% roll comes last in the log tends to support that. It would be nice to test this further.
5. The power ticks every 5 seconds and can proc every X seconds. This needs more testing. -
Quote:I am personally convinced that the numbers in the log are correct (at least when they are reported). [ redacted based on testing below]Sometime in the past, there was a discussion about how Choking Cloud works, and questions were being thrown around about the effect of Accuracy and buffs on the power. Castle came in the thread and stated that the percentages (the 50% and 80%) were built into the power and could not be enhanced; only the initial hit roll could be affected with global accuracy.
I suppose that could be wrong, but Castle generally knew what he was talking about.
I'm not sure the combat logs are reporting the correct information, but I haven't spent time testing. With any "chance for" system, it will take a LOT of testing to determine statistically whether the numbers are correct, and you also have to worry whether the system is actually reporting the data you need to get a statistically significant sample with a small enough variation.
Quote:...I'm not sure the combat logs are reporting the correct information... -
Quote:I think this is some of the general misinformation that has been going around for a while. [Redacted based on testing which pointed to this information no longer being true.] See message later in this thread where I correct some of the above statements based on actual testing.High Accuracy only goes so far in Choking Cloud. Yes, it does check for a ToHit first. It starts at the base 75% and is supposed to not take Accuracy . . . but we know you can fit in Accuracy with sets, Hami-Os and global accuracy. Plus Defense Debuffs such as the one in RI have the effect of adding accuracy. But still, the 95% cap is in effect, so anything over the 95% cap is wasted. I find that on most of my higher builds, I have plenty of global accuracy and don't really need to slot Choking Cloud for more accuracy.
Once the power hits, then it does two more random number checks. There is a 50% chance of a Mag 2 hold, and an 80% chance of a Mag 1 hold, and the two holds will stack. As a result, you get:
10% chance of 0 Mag
40% chance of 1 Mag (which does nothing on its own, but will stack with other holds)
10% chance of 2 Mag (which hold Minions only, but will stack with other holds)
40% chance of 3 Mag (Minions and Lieutenants, and needs another hold for bosses)
For each pulse, minions will be held 50% of the time that the power hits, and Lieutenants will be held 40% of the time. At level 50, the hold has a base duration of 7.45 seconds and pulses every 5 seconds. If you fully slot Choking Cloud for Hold Duration (95%), that hold will last for about 14.5 second -- just shy of 3 subsequent pulses. Set bonuses that add hold duration can get it past 15 seconds.
One thing I have not yet tested is whether procs in Choking Cloud have a chance to fire off on every pulse, or if they have a chance to fire when the power is cast and every 10 seconds afterwards. I suspect that the latter is true, since procs in toggles generally activate every 10 seconds.
Because of the odd way that Choking Cloud stacks mag, the Lockdown proc seems to work well. On the 50% of minions not held, the Lockdown proc adds a 20% chance to hold them. Of the 60% of Lieutenants not held, the Lockdown proc adds a 18% chance to hold them. Same with 100% of bosses. In effect, it adds a 10% chance to hold more minions, slightly over 10% chance to hold more lieutenants, and an 18% chance to hold bosses (which Choking Cloud cannot do on its own).
You see the Tesla Cage animation pop up a lot. However, nearly half of those are on foes who would have been held by Choking Cloud anyway. Still, I think that the proc is quite effective in Choking Cloud. I am not completely sure if the proc has a chance to fire every pulse (5 seconds) or every other pulse (10 seconds). I really should test that. -
Quote:I'm thinking about doing some more testing and writing a guide about Choking Cloud because there is a lot of misinformation about it going around the boards. [Redacted based on testing...see later posts.] For the 6ths slot I think the +2 chance to hold, endurance or PvP proc IO are all reasonable choices based on play style. I posted a details later in this thread, but the +2 hold procs gives a 7.5% extra chance to hold bosses, lieutenants and minions. This is nice in that CC alone can't hit bosses at all on the first tick without this proc.Your thoughts on Choking Cloud were an eye opener, I wish I had the slots for it on my Ill/Rad. Wouldn't the Lockdown 2 mag hold be extra good on it also? If you can find one slot to take from something else since you do have the space for it
The big thing with CC is stuns because it is an aggro magnet and a single stun/mez/disorient/sleep can have you faceplanting very quickly especially since CC gets turned off. This is one of the main reasons I went with a high defense build. With this build, you basically need to consume purples like candy...devote 3 or so columns for them and take them *proactively*. Indomidable Will really is the way to go for CC and convenience, however the rest of the Psionic pool seems pretty meh, so I have an extremely hard time putting it into my builds.
I think CC is particularly good for Illusionist because they have no fast recharging AoE containment inducing power unlike virtually every other controller set. However, Phantasm's knockback will tend to ruin the effect of CC (as well as many other things like knocking stuff out of Ice Storm, annoying melees, etc.). I absolutely hate Phantasm's knockback, so I only really bring him out for elite bosses and tougher mobs once leveled. If you like having Phantasm out all the time, then CC is probably not the power for you. However, between CC and Phantasm, I believe a proc slotted CC will definitely do much more damage than Phantasm over time vs groups and provide vastly better control/mitigation (although at the expense of being a constant and heavy endurance drain).
PS. I went and updated the build to put back in the 4th damage proc to CC. -
Here are a couple of obvious fixes:
1. Move wasted defense IO in Combat Jumping and put it into Health and add a Regenerative Tissue +Regen unique IO.
2. Get rid of a slot from Weave and put it into One with the Shield and triple slot One with the Shield with Titanium Coating. Replace the 2 left over Serendipity's in Weave with Cyctoskeletons. -
Based on private feedback, I revised the above build to have much more endurance recovery, to remove PvP IOs and to pick up Ice Blast.
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OK, I've finally decided to make an Ill/Rad/Ice. I have a great deal of experience with both the Illusion and Radiation sets from other toons (Ill/FF controller and DP/Rad corrupter). I'm really going for a max AoE damage toon here.
I have read Local_Man's guide and while I agree with a lot of it, I think my play style is a bit different. Most notably, I love slotting CC with damage procs and as long as the duration is > 10 seconds things are decent for holds. Also, CC can take up to 4 damage procs. I think CC and Ice Storm will have good synergy (but I haven't tested this yet). Deceive I only really like for leveling, at 50 I almost never use it on my Ill/FF so I didn't include it in this build since it was so tight.
Some of the benefits of the build:
1. Capped S/L defense.
2. Perma Hasten, AM and Phantom Army (208.8% haste not including incarnate).
3. Lots of AOE damage: Choking Cloud, Frost Breath and Ice Storm.
4. Decent endurance recovery Recovers 4.91 end/s with no toggles and 2.38 end/s when running all toggles including CC, RI and EF (the only toggles I don't run will be Tough and Improved Invisibility, which I only use for stealth movement and as a slotting mule).
Some of the not-so-nice features:
1. Somewhat expensive with 3+ purple sets, 1 PvP IO and lots of HOs.
2. No Stun/Mez protection (guess that's what break frees are for).
Anyways, I've never used the Ice Mastery set before. Are the AoE damage powers really as nice as they seem and are they affected by containment?
Any suggestions, corrections or improvements would be greatly appreciated.
Here is the build:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Phanta Girl: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- HO:Perox(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(5), Decim-Dmg/EndRdx(5), Decim-Acc/Dmg(29)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36)
Level 2: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg(9), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(23), Apoc-Acc/Dmg/Rchg(25)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-Rchg/EndRdx(11)
Level 6: Accelerate Metabolism -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), Efficacy-EndMod/Rchg(15)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(40)
Level 10: Flash -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Rchg(15), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Hold/Rchg(31), UbrkCons-Hold(33)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(45)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(43)
Level 18: Phantom Army -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg(23)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(34)
Level 24: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(39), HO:Cyto(42)
Level 26: Spectral Terror -- HO:Endo(A)
Level 28: Choking Cloud -- EoCur-EndRdx/Hold(A), UbrkCons-Dam%(29), NrncSD-Dam%(31), G'Wdw-Dam%(37), G'Wdw-EndRdx/Hold(40), GladNet-Dam%(42)
Level 30: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Acc/Dmg(37)
Level 32: Phantasm -- HO:Nucle(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Weave -- LkGmblr-Rchg+(A), HO:Cyto(40)
Level 41: Ice Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/Rchg(43), Decim-Dmg/EndRdx(43), Decim-Acc/Dmg(46)
Level 44: Frost Breath -- Posi-Dam%(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Ice Storm -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Cyto(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Total Radial Revamp
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Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/Rchg(39)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(27)
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 12.38% Defense(Smashing)
- 12.38% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 7.688% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 108.75% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 10% FlySpeed
- 99.19 HP (9.753%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 16%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 20% Perception
- 13% (0.217 End/sec) Recovery
- 42% (1.783 HP/sec) Regeneration
- 7.875% Resistance(Fire)
- 7.875% Resistance(Cold)
- 15% RunSpeed
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Quote:It also happens very often, even on ranged illusionists, when on maps with narrow caves/hallways and lots of chokepoints; office buildings, Oranbega maps and old-style caves. There really is no way to stay back in many situations and still be effective.Illusionists who run in to try to be scrappers have knockback problems.
This might be particularly bad for Ill/FF as well since you really want to stay about half way between the ranged and melee players so that Dispersion Bubble can affect the most people which also happens to be close enough to the enemy for Phanty to be maximally annoying with knockbacks. -
First let me say that my very first character in CoH was an Ill/FF and I still play him. The only valid reason I can imagine for kicking an Ill/FF in a full group is for those that keep out Phantasm and let it do crazy knockback which can dramatically slow down the entire group. This applies to any Illusionist, not just FF. There have been more than several times when I'm playing an alt when I've wanted to kick an Illusionist that insisted on having Phanty out all the time. The other day I was in a full group with 2 Ill/XXX while I was on my tank and the group was killing about half as fast as it could because of all the knockbacks. While there may be some special Illusionists that try to keep their Phanty optimally positioned so that knockbacks will knock stuff back into the main group, they are *very* few and far between and even they will have occasional issues because of Phanty's uncontrollable nature. Personally, when my Ill/FF is grouped, I only bring out Phanty for difficult single targets like AVs for extra DPS or when there is utter chaos and a bit of emergency control (distraction) is needed, then I kill him as soon as he's not needed any more.
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I've decided to move my blaster over to red side and am considering this build. Any thoughts or ideas on how to improve it?
Some of the highlights:
-- Capped S/L (45.1%)
-- 157.5% Global Recharge
-- 63% Global Accuracy/14.8% Global To-Hit
-- Web Envelope for having things stay in Hot Feet/Rain of Fire
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Hot Frenchman: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(3), Apoc-Acc/Rchg(15), Apoc-Acc/Dmg/Rchg(17)
Level 1: Ring of Fire -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Immob/Rng(33), Enf'dOp-Acc/Immob(33), Apoc-Dmg(36), Dmg-I(40)
Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(15), RechRdx-I(46)
Level 4: Fire Sword -- Hectmb-Dam%(A), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 6: Rain of Fire -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(7), Ragnrk-Acc/Rchg(19), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Dmg/Rchg(21)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Dmg/Rchg(17), Oblit-Acc/Rchg(19), Oblit-Dmg(34)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), RechRdx-I(34)
Level 14: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(27)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(39)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23), Panac-Heal/+End(48)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), HO:Cyto(46)
Level 32: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36), EndRdx-I(48)
Level 35: Jump Kick -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(36), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(42)
Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), HO:Micro(42)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), HO:Cyto(43)
Level 44: Web Envelope -- GravAnch-Immob/EndRdx(A), GravAnch-Immob(45), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(46)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A), Rec'dRet-ToHit(50), Rec'dRet-ToHit/Rchg(50)
------------
Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(34), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(43)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run -
OK, I recreated them from memory and posted links in the original posts. There are now links to the old and the new Mids. These aren't exactly the same, but are pretty close. Enjoy.
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Yeah I just noticed this myself, I'll see what I can do to recreate them 8-(.
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Thanks for the input Finduilas.
Quote:I agree.Urk, no Shield Charge?!? Even with the changes to it, you've gotta have Shield Charge. Consider dropping SS or Grant Cover to get it if you're set on taking Physical Perfection.
Quote:There's no way you need 90% end reduction in a standard armor toggle; those HamiO's are a waste of influence, IMO. Move the Steadfast +Def to True Grit, then add a LotG Def/End/Rchg and 2 level 50 common resist IOs instead.
Quote:Battle Agility is ridiculously over slotted. Drop the Karma -KB (SD doesn't need additional KB protection) and all the Cytoskeletons and go with LotG +Recharge, Def, Def/End, Def/End/Rchg. That will leave 2 slots to use elsewhere.
Quote:The HamiO's in True Grit are completely wasted; it's a auto power and doesn't need end reduction! You will literally get more use out of 2 common resist IOs than the HamiOs.
Quote:The fourth Hami in Active Defense just gets you from 85% to 90% def debuff resistance. That's fine if you have extra slots, but you might consider pulling one slot if you need it elsewhere.
Quote:Weave is extremely underslotted; just slotting it to the ED cap may eliminate the need for some bonuses. So take the two extra slots from BA and move them there.
Quote:You should take Against All Odds much sooner; certainly before level 20.
Quote:Stamina doesn't need accuracy, so that PF End Mod/Acc is pointless. Replace it with a PF End Mod if you want the set bonus.
Quote:IMO, Focused Accuracy isn't worth getting anymore, now that you can get the almost the same amount of ToHit bonus at no end cost in an IO. I'd pick up CP instead and leave it at a single slot.
I've made another build based on the feedback. This one drops Physical Perfection and SS and picks up Shield Charge and One with the Shield.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), ResDam-I(15), ResDam-I(15), S'fstPrt-ResDam/Def+(19)
Level 1: Bash -- Hectmb-Dam%(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(31), Hectmb-Dmg/Rchg(33)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), Krma-ResKB(11), HO:Cyto(23), HO:Cyto(29), HO:Cyto(33), HO:Cyto(34)
Level 4: Jawbreaker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(9), Mako-Acc/Dmg(9)
Level 6: True Grit -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/Rchg(13), Numna-Heal(17), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(50)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Taunt -- Zinger-Dam%(A)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(21), HO:Membr(21), HO:Cyto(50)
Level 14: Against All Odds -- EndRdx-I(A)
Level 16: Hurdle -- Jump-I(A), Jump-I(19)
Level 18: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 20: Clobber -- Mako-Dam%(A), Mako-Acc/Dmg(27), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(40), Mako-Dmg/EndRdx(43)
Level 22: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(23), Mrcl-Heal(25), Mrcl-Heal/EndRdx(25), Numna-Regen/Rcvry+(34), Numna-Heal(36)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(36)
Level 26: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Rchg(46), Oblit-Dmg(46)
Level 28: Whirling Mace -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg(33)
Level 30: Grant Cover -- LkGmblr-Rchg+(A)
Level 32: Boxing -- Dmg-I(A)
Level 35: Shatter -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(43)
Level 38: Crowd Control -- Armgdn-Dam%(A), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(40), Erad-%Dam(40)
Level 41: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam/Rchg(48)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 47: One with the Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50)
Level 49: Focused Accuracy -- EndRdx-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run -
Hi,
I'm starting on my first tanker and thought I'd try to get some feedback and look for ways to improve on the build I came up with.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), HO:Ribo(15), HO:Ribo(15), S'fstPrt-ResDam/Def+(19)
Level 1: Bash -- Hectmb-Dam%(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(31), Hectmb-Dmg/Rchg(33)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), Krma-ResKB(11), HO:Cyto(23), HO:Cyto(29), HO:Cyto(33), HO:Cyto(34)
Level 4: Jawbreaker -- Mako-Dam%(A), Mako-Dmg/EndRdx(5), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg(17)
Level 6: True Grit -- HO:Ribo(A), HO:Ribo(7), Mrcl-Heal(9), Mrcl-Heal/EndRdx(9), Mrcl-Heal/Rchg(34)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(27)
Level 10: Taunt -- Zinger-Dam%(A)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(13), HO:Membr(19), HO:Cyto(40)
Level 14: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(48)
Level 16: Hurdle -- Jump-I(A), Jump-I(34)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(21), Mrcl-Heal(25), Mrcl-Heal/EndRdx(25), Numna-Regen/Rcvry+(36), Numna-Heal(36)
Level 20: Clobber -- Mako-Dam%(A), Mako-Acc/Dmg(27), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(40), Mako-Dmg/EndRdx(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), EndMod-I(36)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 28: Whirling Mace -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Rchg(31), Oblit-Dmg(33), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Grant Cover -- LkGmblr-Rchg+(A)
Level 32: Boxing -- Dmg-I(A)
Level 35: Shatter -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Rchg(43), Oblit-Dmg(45)
Level 38: Crowd Control -- Armgdn-Dam%(A), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(40)
Level 41: Focused Accuracy -- Rec'dRet-Pcptn(A), HO:Cyto(42)
Level 44: Physical Perfection -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(45), Mrcl-Heal/Rchg(45), P'Shift-End%(46), P'Shift-EndMod(46), P'Shift-EndMod/Acc(46)
Level 47: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam/Rchg(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run