Dr_Dismemberment

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  1. I'm posting a couple of DP/Rad builds that I've been working on for my lvl 50 DP/Rad on Virtue (Bunny Snuggles). I'd suggest looking them over for some power, power-level and slotting ideas. These are works in progress and shouldn't be taken too seriously. However, for the way I like to play, I think they are fine examples of workable builds.

    Group Build:
    -- 186% global recharge, 79% Accuracy/ToHit, 28.5% damage.
    -- Group friendly powers: SS with +Stealth, Recall Friend, Mutation, Vengeance.
    -- 24% S/L.
    -- Damage powers 6-slotted for maximum damage.
    -- Perma-Hasten, Perma-Lingering Radiation, Perma-AM.


    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Click this DataLink to open the build!

    =========================================

    Solo Build:
    -- 180% global recharge, 64% Accuracy/ToHit, 28% Damage
    -- No group friendly powers.
    -- 45% S/L.
    -- Most damage powers 5-slotted. Gives up some DPS for extra defense.
    -- Perma-Hasten, Perma-Lingering Radiation, Perma-AM.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Click this DataLink to open the build!


    =========================================

    Here's a new build that combines the best of both worlds above:

    -- perma everything
    -- many group friendly powers (but loses vengeance)
    -- has no choking cloud
    -- uses 1 pvp enhancement now that they can be purchased
    -- capped S/L
    -- has both EM Pulse and Web Envelope

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

    Click this DataLink to open the build!
  2. Some suggestions:

    -- With a high recharge build, you can get away with 3 single target damage powers. I'd consider getting rid of one of either Pistols or Dual Wield.

    -- Frakenslot AM for recharge and endurance modification, it is one of the nicest buffs around and max endurance mod is very nice on it.

    -- I found Empty Clips to be a lackluster damage power, enough so that I finally dropped it from my builds. Medium ranged cone with narrow angle and very low damage made it always at the bottom of my list of powers. If you are going to keep it, consider adding a second damage proc to it for some extra spike damage or more +range for extra coverage.

    -- Regarding Radiation Infection, consider 3 slotting with HO:Enzyme for max -ToHit and max -Def and max EndRed. This will also save you a slot. Consider adding a -Resist proc to it.

    -- Regarding Enervating Field, 2 endurance reductions is enough since you'll always have AM up to help with endurance.

    -- Dump the heal and +Regeneration from Health. You have a fast cast self-heal already. Slotting for regen doesn't seem worth it on a Rad.

    -- Take Bullet Rain at the earliest possible level. It is a very nice and convenient AoE power. This is the AoE power that you'll get the most benefit from double damage procs.

    -- Replace Swift with Hurdle and add an extra slot (it is a really nice and very large improvement especially if you have Combat Jumping, Ninja Run or Super Jump). Hurdle has a much bigger base benefit than Swift for some strange reason that is not entirely apparent to me.

    -- Take Hasten by level 10. It really helps a lot when leveled down.

    -- Hail of Bullets is by far the best damage power in DP. Take it at the earliest level and consider double damage procs in it.

    -- Can get rid of a slot from Stamina, the incremental improvement is too small to be worth a slot especially since you have AM.

    -- Lingering Radiation is good with either just 1 accuracy or just 1 accuracy and 1 recharge (whichever makes it perma for your build with using fewer slots).

    -- Regarding Executioner's Shot and Piercing Rounds, take at the earliest possible level since these are critical parts of your single target attack chain. On a group friendly build, this might not be possible, but at least get one of them in earlier.

    -- Regarding Mutation, Acrobatics and Assault, the default slot is enough.

    -- Consider picking up Super Speed with a +Stealth IO for true invisibility

    -- Consider picking up recall friend for being more group friendly (Mutation + Recall Friend and Invis + Recall Friend are both very synergistic).

    -- I personally like Choking Cloud and think it is pretty synergistic with Hail of Bullets (the king of DP damage) and with Radiant Aura both of which are PBAoE powers as well. However, the base rate of hold is low by default (40% on lieutenants and 50% on minions) and it isn't affected directly by accuracy. The saving grace is that Tactics and Radiation Infection make it work vastly better (at least on non-resistant foes). If you take it, try getting the hold time over 10 seconds so there are 2 chances for stacking before the initial hit wears off (that is quite hard, although possible, as you need 111%-ish hold for 10+ seconds). It is no more of an aggro magnet than Hail of Bullets which you'll be using every chance you get. That being said, this power is skippable if you aren't willing to get Tactics and/or you find yourself not using Radiation Infection very often or aren't speced for fairly high defense. It is an aggro magnet when left on against hold resistant targets like Cimaroans and Arachnos.
  3. Quote:
    Originally Posted by Local_Man View Post
    (I think you mean Angels).
    Thanks for catching that, yes I did. Corrected.

    Quote:
    Originally Posted by Local_Man View Post
    I suspected that you had Fissure . . . which means that you do not have the lovely Blind-SW-Blast-SW attack chain that maximizes the benefits of Spectral Damage, and all from range. Hurl Boulder is just too slow. I use Fire Blast and Fireball. I don't know if one build can out "DPS" the other, but I know that my Fire Blast/Fireball build is very flexible, and does a great job doing a lot of damage on single targets, while having decent AoE damage. I suspect that my build takes down single targets quite a bit faster than yours. And since I stay out of melee range, Phantasm contributes a great deal to my damage without being a knockback problem. Phanty contributes control as well as damage with his decoy and knockback. With a ranged build, Flash becomes a nice luxury, but not a necessity.
    I would never take Hurl. I'd rather have Seismic Smash which I also love. I'd rather just increase defense until I can stand toe-to-toe with tough foes and not worry about it. Since Ill/FF doesn't usually solo giant monsters or AVs like Ill/Rad this is quite reasonable. I'm in melee range even against AVs since I'm grouped when doing AVs -- the rare incoming hit quickly gets healed. My Ill/FF does almost nothing at range except take down occasional runners. My single target combo is something like:
    Blind-SW-Seismic-SW-Fissure
    which is even more lovely and sometimes I throw in a Sands of Mu or Blackwand if I'm waiting for things to come up.

    Also, when doing AoE damage by alternating Fissure and Repulsion Bomb the mobs are kept knocked down and disoriented so much of the time, they do almost no damage. The damage mitigation against large groups is amazingly good. Not as good as earthquake for mitigation but it does much more damage. I really like this for a controller since we are all about damage mitigation. I could spec for ranged damage, but I think I'd be adding much less overall benefit to the group. Also, being in melee range helps Dispersion Bubble hit more targets.
  4. Quote:
    Originally Posted by Local_Man View Post
    Most folks find Flash to the the second most skippable power in Illusion after one of the invisibilities. I have it on my Ill/Rads and Ill/Kin, but I skipped it on my Ill/TA (who has EM Pulse Arrow and Oil Slick Arrow, and is never in melee) and my Ill/Storm (who uses Thunderclap -- only Mag 2 but it recharges much faster).
    Skipping Flash if it is redundant because of secondary powers makes sense, otherwise I'd still think it would be crazy to skip it.

    "Most folks" in the USA believe in angels too. That doesn't make the statement more credible.

    Quote:
    Originally Posted by Local_Man View Post
    My guess is that you hate his knockback and have developed a playstyle to avoid using Phanty. I like knockback as a form of control and my playstyle keeps Phanty away from the AoE crowds to avoid irritating my teammates (most of the time).
    That is almost certainly true, since my APP is stone -- I love Fissure - I'm virtually always in melee range. Even when I used to play my other Illusionist, I didn't find hopping into the fray for 3 seconds particularly dangerous -- with or without Spectral Terror or particularly bad for my overall DPS but I still found Phanty's knockback to be annoying. Also, while Phantasm may add to your overall DPS, since it is undirected (and particularly stupidly applied DPS) you will see much less benefit from it than a player character with equivalent DPS except when fighting single hard targets, which is exactly the case I recommend bring it out.
  5. Quote:
    Originally Posted by Local_Man View Post
    Because I mostly stay out of melee, Flash is less useful. On characters who do not have Perma-PA, Flash becomes a valuable fill-in control while PA is recharging. However, I have learned when and how to use it while avoiding the knockback problems from Phanty -- understanding Phanty's attack cycle makes it simple to run in and hit Flash before Phanty can react.
    Even on a Illusionist that doesn't stay in melee range typically, Spectral Terror then run in for Flash is incredibly safe. I'd use it every time I can when it is up. It is more than worth it for the containment and extra safety for the group. I have a hard time imagining any Illusionist that would find Flash anything but extremely useful unless they were purposefully trying to be inefficient. Containment is just plain wonderful and not trying to maximize its effects seems silly. Flash is useful even for Illusionist's with gobs of global recharge and Perma-PA (I can attest to this -- my Ill/FF is pimped). It is Phantasm that is the problem. Having to adjust your entire game play around annoying quirks of an uncontrollable and stupid pet who just happens to use the most annoying powers (knockback) just isn't in my interest. I say bring it out for extra single target DPS when you have a difficult single target where it can be useful, and dispose of it the rest of the time. The decoys it makes are nice, but not worth the other issues it brings to the table -- at least in my opinion. Phantasm is a good power to have up all the time when soloing while leveling. But after that, you really should be discriminating about its uses. As an experiment, about a week ago I timed myself doing 0/8 and 2/8 Battle Maiden AE missions, and my time to finish improved in both cases when I failed to bring out Phantasm.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    - ILLUSION carries the Controller AT heavily toward the flavor of Mastermind. It trades AoE control for extra pets and the ability to essentially serve as a tank. In this case the pets are solid (in fact, invulnerable) performers. Like a Mastermind, Illusion works great solo and some of the best combos can solo AVs. However, this independence does not necessarily translate into amazing performance on a team, where handling hordes of enemies is often required. In particular, it can struggle with large ambushes relative to other sets. A few powers in Illusion Control bypass ranged defense. Key powers: Phantom Army, Spectral Terror, Deceive, Phantasm.
    I must say that I somewhat disagree with this. Illusion is a decent teaming set if you don't bring Phantasm out except during AV fights. AoE knockback in Phantasm will decrease overall team AoE DPS by a non-trivial margin (also solo damage when doing X/4+ and using AoE damage from secondary, Epic Pool) and annoy melee types. Personally, I no longer consider Phantasm a key power in the set for this reason and only bring him out situationally (rarely). Spectral Terror is one of the best soft-control powers available in any control set. Just wait till mobs are grouped up fairly tightly before using it. I also think Illusion is one of the better control sets when leveled down to level 10-20ish range. Invis, Deceive, Flash, Blind can carry the day in many situations especially when doing low level task forces. People seem to like hating on Flash or recommend taking it late in the build (both of which I strongly disagree), but when slotted well and on a set with high recharge, I find it's increased radius to be invaluable. Personally, I'd make Flash a critical power before Phantasm. Also, Phantom Army's intended purpose is to be distraction-based control and when used in that capacity it is a very team friendly power. When not-herding, consider moving on to the next group while your team is finishing up the last group, and cast Phantom Army in the middle of the next group before your team gets there to soak up all the alpha strikes and gather all the initial aggro. This is particularly effective when fighting unusually difficult foes or using a scrapper as main tank. Or try that technique when fighting two groups of foes close together where you don't want aggro from the other group, but will probably get it. Phantom Army can make your team's life much easier when used with care.
  7. OK, one last post of a Ill/FF build 8-). This one makes some huge improvements based on feedback I received.

    The minuses:
    -- Loses Force Bolt (this isn't really a big minus since it was mostly a mule anyway)
    -- Now has 4 KB mag protection rather than 12.
    -- Loses 1.3% global recharge.

    The pluses:
    -- Picks up Assault
    -- Phantasm goes from Blood Mandate -> Expedient Reinforcement (this was mostly a lingering mistake in the build from when it was trying for Range defense)
    -- Both Repulsion Bomb and Fissure pick up an extra damage proc
    -- Now at 205% Global Recharge so still has perma-Hasten, perma-Phantom Army and perma-Earth's Embrace
    -- The ally shields are now maximally slotted rather than being minimally slotted
    -- Still has capped S/L defense without needing any defense from invis
    -- Replace the Lockdown Acc/Hold in Flash with an HO:Endo for increased performance

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Razzle Dazzle: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(9), Apoc-Dmg(9)
    Level 1: Personal Force Field -- Krma-ResKB(A)
    Level 2: Blind -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(3), UbrkCons-Acc/Rchg(5), UbrkCons-Hold(7), UbrkCons-Hold/Rchg(11)
    Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf(13), CoPers-Acc/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Conf/EndRdx(17)
    Level 6: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Acc/Rchg(15), HO:Endo(27)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Hurdle -- Jump-I(A), Jump-I(31)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 18: Phantom Army -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), EndMod-I(39)
    Level 22: Dispersion Bubble -- LkGmblr-Rchg+(A), RedFtn-EndRdx(23), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx(34)
    Level 24: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx(46)
    Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(31), Abys-Fear/Rng(31)
    Level 28: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(40)
    Level 30: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(40)
    Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Repulsion Bomb -- Posi-Dam%(A), Ragnrk-Acc/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Dmg(37), Ragnrk-Dmg/EndRdx(46)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(43), ExStrk-Dam%(43)
    Level 44: Seismic Smash -- Hectmb-Dam%(A), Hectmb-Dmg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Acc/Rchg(46)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
    Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 20% DamageBuff(Smashing)
    • 20% DamageBuff(Lethal)
    • 20% DamageBuff(Fire)
    • 20% DamageBuff(Cold)
    • 20% DamageBuff(Energy)
    • 20% DamageBuff(Negative)
    • 20% DamageBuff(Toxic)
    • 20% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 135% Enhancement(RechargeTime)
    • 2.75% Enhancement(Terrorized)
    • 63% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 5% FlySpeed
    • 49.6 HP (4.88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 20.5% (0.34 End/sec) Recovery
    • 62% (2.63 HP/sec) Regeneration
    • 12.9% Resistance(Fire)
    • 12.9% Resistance(Cold)
    • 5% RunSpeed
  8. Ok, another round based on StratoNexus' feedback. This one loses Consume (it needed to lose Hoarfrost, Consume, Fire Sword Circle or Hibernate -- any of those could have gone in order to maintain S/L).
    But now has:
    Higher global recharge
    Higher global accuracy
    Higher global recovery
    Ring of Fire has 91% damage
    Hot Feet gained a purple proc and lost a Micro.
    Still has capped smashing/lethal.
    Fire Blast and Fire Sword pick up purple procs.
    Fire sword has much higher damage.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blaster: 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: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- 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/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Immob/Rng(33), Enf'dOp-Acc/Immob/Rchg(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)
    Level 4: Fire Sword -- Hectmb-Dam%(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(36), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(21)
    Level 8: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(13), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(27)
    Level 14: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(46)
    Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27), RechRdx-I(31)
    Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(31), Decim-Acc/Dmg(33), Decim-Dmg/EndRdx(37)
    Level 20: Hurdle -- Jump-I(A), Jump-I(39)
    Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(50)
    Level 30: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(50), Oblit-Dmg(50)
    Level 32: Inferno -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(43)
    Level 35: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg(43), HO:Micro(48)
    Level 41: Snow Storm -- HO:Micro(A), HO:Micro(46)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), HO:Cyto(45), S'fstPrt-ResDam/Def+(45)
    Level 47: Hoarfrost -- Dct'dW-Heal/Rchg(A)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 6: Ninja Run
    ------------
    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)
    • 24.3% Defense(Smashing)
    • 24.3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 60% Enhancement(Accuracy)
    • 77.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 5% FlySpeed
    • 103.9 HP (8.62%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 11.5% (0.19 End/sec) Recovery
    • 26% (1.31 HP/sec) Regeneration
    • 7.25% Resistance(Fire)
    • 7.25% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed




    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blaster: 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: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- 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/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Immob/Rng(33), Enf'dOp-Acc/EndRdx(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)
    Level 4: Fire Sword -- Hectmb-Dam%(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(36), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(21)
    Level 8: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(13), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(27)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27), RechRdx-I(31)
    Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(31), Decim-Acc/Dmg(33), Decim-Dmg/EndRdx(37)
    Level 20: Hurdle -- Jump-I(A), Jump-I(39)
    Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Consume -- RechRdx-I(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(34)
    Level 32: Inferno -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(40)
    Level 35: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(43)
    Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg(43), HO:Micro(48)
    Level 41: Snow Storm -- HO:Micro(A), HO:Micro(46)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), HO:Cyto(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Flurry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 6: Ninja Run
    ------------
    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)
    • 24.3% Defense(Smashing)
    • 24.3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 77.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 60% Enhancement(Accuracy)
    • 5% FlySpeed
    • 103.9 HP (8.62%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 13% (0.22 End/sec) Recovery
    • 26% (1.31 HP/sec) Regeneration
    • 7.25% Resistance(Fire)
    • 7.25% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  9. Quote:
    Originally Posted by StratoNexus View Post
    The biggest drawback of your build is the lack of single target damage powers, which will only be an issue in AV fights where you don't have help to keep your endurance up and/or where you have to stay at range for some reason. Not a huge issue, but it may be a concern.

    I would slot HF with three Nucleolus and 2 micros, I prefer to have it ED damage capped.

    I would slot Ring of Fire for damage, but that would take you away form the soft cap solo. My choice would be to have Ring do damage and be shy of the cap.

    I am pretty sure the slow in Rain of Fire is not affected by enhancing, so the Micro in RoF is not worth it. Normally I would want to put a recharge in that slot, but you have a lot of global recharge, so you could use the slot elsewhere if you wanted (maybe an Acc/Dam/Rech in Fire Sword).
    Thanks for the input, that is all very good and useful information!

    A bit about the goals of the build: I was really going for flexibility in attack chains and maximum defense because I like getting up close and personal when fighting and I'm still learning what works best for my play style with blasters. That is why I took both toggles. I am looking for something that will be highly effective for both soloing and grouping.

    I must agree that Fire Circle, slotted for damage, is clearly a better and more flexible power. I may play around a bit more to see if there is a way to slot Ring of Fire for damage while keeping capped S/L, but it will be hard if not impossible. Enfeebled Operation adds over 4% S/L.

    Also, when I purple out this character, Fire Blast will be the first one I do which will increase it's damage output and the output of the single target attack chain. I love having purple damage procs in fast casting, low level powers.

    Quote:
    Originally Posted by StratoNexus View Post
    Even Blaze and Blast are slightly under-slotted for damage.
    Single target attack powers with 89%+ damage are not under-slotted in my opinion. When you factor in base damage, aim, build up, global damage increase and group damage buffs, the difference between an 89% slotted attack and a 95% slotted attack might be about 1% (guesstimate, I haven't actually run the numbers...probably less) difference to the attack chain's total damage. I don't have to have the very best possible single target damage numbers to be happy with the build, I'm willing to settle for amazingly good 8-).

    Quote:
    Originally Posted by StratoNexus View Post
    ...I would slot Ring of Fire for damage, but that would take you away form the soft cap solo. My choice would be to have Ring do damage and be shy of the cap...
    Being at the soft cap is not just useful solo. When in a group, if you are buffed *way* over the soft cap (15% or more), then the extra buffer acts like defense debuff resistance. If you start out at the cap, then you are more likely to be in the defense debuff resistance range when group buffed. Since I'm planning this to be both a solo and group build, I think being at the cap is fairly important.
  10. < Note: more details and formatting to be added later. >
  11. < Note: more details and formatting to be added later. >
  12. < Note: more details and formatting to be added later. >
  13. < Note: more details and formatting to be added later. >
  14. < Note: more details and formatting to be added later. >
  15. Build Templates

    Here are some proposed build templates. They are really just ideas to help get you started. Some power sets make some of these default power selection not particularly desirable, in which case, feel free to remove them. Feel free to modify the powers/slotting/levels for the needs of your particular build. For general guidelines I like to take Hasten on or before 10, Super Speed on or before 14, Stamina on or before 24, Recall Friend on or before 14. Having these critical powers at these levels will keep your build functioning better when exemplared down.

    I. Solo Template

    Level 6: Hasten -- RechRdx-I, RechRdx-I, RechRdx-I
    Level 14: Super Speed -- Clrty-Stlth
    Level 16: Hurdle -- Jump-I, Jump-I
    Level 18: Health -- Mrcl-Rcvry+, Numna-Regen/Rcvry+
    Level 20: Stamina -- P'Shift-End%, P'Shift-EndMod, EndMod-I
    Level 24: Combat Jumping -- LkGmblr-Rchg+
    Level 26: Boxing -- Dmg-I
    Level 28: Tough -- S'fstPrt-ResDam/Def+, S'fstPrt-ResKB, HO:Ribo
    Level 30: Weave -- LkGmblr-Rchg+, LkGmblr-Def, HO:Cyto

    Note: Extreme solo builds (inspiration-free AV solo build, etc.) might want to consider dropping Combat Jumping in favor of Aid Other and Aid Self if their power sets have no other self-heals.

    Note: Solo builds encountering difficulties with holds should consider picking up Acrobatics.

    Note: Those going for range defense with Hover should consider swapping out Combat Jumping for Hover.

    II. Grouping Template

    Level 6: Hasten -- RechRdx-I, RechRdx-I, RechRdx-I
    Level 10: Recall Friend -- EndRdx-I
    Level 14: Super Speed -- Clrty-Stlth, Zephyr-ResKB
    Level 16: Hurdle -- Jump-I, Jump-I
    Level 18: Health -- Mrcl-Rcvry+, Numna-Regen/Rcvry+
    Level 20: Stamina -- P'Shift-End%, P'Shift-EndMod, EndMod-I
    Level 26: Maneuvers -- LkGmblr-Rchg+, LkGmblr-Def, HO:Cyto
    Level 28: Assault -- EndRdx-I
    Level 30: Vengeance -- LkGmblr-Rchg+, LkGmblr-Def, DefBuff-I

    Note: If you don't have Ninja Jump, you can change the double-slotted Hurdle to a single-slotted Swift to save yourself a slot. Swift has a much lower base improvement than Hurdle, and it is not typically efficient to allocate extra slots to it.

    III. Regen-Based Builds

    Consider using this slotting for Health instead.

    Level 18: Health
    • Miracle - +Recovery
    • Miracle - Heal
    • Miracle - Heal/Endurance
    • Regenerative Tissue - +Regeneration
    • Numina's Convalescence - +Regeneration/+Recovery
    • Numina's Convalescence - Heal

    See: http://boards.cityofheroes.com/showthread.php?t=119002 for ideas on slotting Health.
  16. Build Optimizer's Rules-of-Thumb: Part III

    I. Slotting

    The more heavily used or critical a power is, the more heavily it should be slotted until it has the max number of slots or hits a steep-cutoff in diminishing returns. For instance, Haste should almost always have 3 slots. Putting more slots into it has such little benefit, that it would be a silly thing to do in most situations. Conversely, putting fewer slots into it has such a dramatically adverse impact, that it would be a silly thing to do in most situations as well.

    The less important a power is, the less it should be slotted.

    II. AOE

    Builds with more AoE powers are better than builds with fewer AoE powers. AoE have the advantage of better "force amplification" than single target powers. If you increase the damage of a single target power by 10, then every time you use that power you do 10 extra damage. If you increase the damage of a an AoE power by 10 and that power hits 10 targets, you've increased you total damage by 100. Damage procs in AoE powers are particularly good for this reason.

    III. Group Friendly

    Some of the group friendly powers that nearly everyone should consider taking at some point:
    Stealth/Invis + Recall Friend
    Aid Other
    Maneuvers
    Assault
    Tactics
    Vengeance

    If you can't squeeze in group friendly powers in your solo build, consider using your second build for a group-friendly version that picks up some of these powers. Teaming without some group benefiting powers is selfish.

    IV. Travel Power

    If you you have too many good powers that you are trying to squeeze into your build, consider dropping a travel power. Ninja Run (from the Martial Arts booster pack) with double slotted hurdle is a very good travel power. Raptor Packs can help with vertical travel.

    V. Leveling Down

    Make sure your build is effective when leveled down. One way to do this is to ensure your main attack powers and any critical powers in your power sets are taken at the earliest possible level.

    VI. Slot for Biggest Advantage

    Builds that place their slots where they can have maximum effect are more effective than builds that don't. Imagine that you have 2 toggle powers that you plan to run all the time and you have one slot available for an endurance reduction. Put it into the power that is draining the most endurance rather than the one that drains less.

    VII. Unique & Special IOs

    Consider slotting some of the unique and special IOs (e.g., knockback resistance, slow resistant, recovery, regen, global recharge, to-hit, global defense, perception) for a large impact with a single slot.

    <More details here>

    VIII. Damage Proc IOs

    <More info here>

    IX. Rule of Five

    The "Rule of Five" limits the bonus of any attribute from any IO set to the first 5. For instance, if you have 6 IO sets with 5% to global recharge (independent of whether the sets have the same name or not), then you will only get the benefit of 25% global recharge rather than 30%. Attribute bonuses of differing amounts are not considered the same for application of this rule. You can have 5 sets of 5% global recharge and 5 sets with 7.5% global recharge and they would all apply.

    This rule does not apply to the 7.5% global recharge in Luck of the Gamble vs multi-stot 7.5% global recharge IO sets. That is, you can get a benefit from up to 5 LotG's *and* up to 5 IO multi-slot 7.5% bonus sets (like Gaze of the Basilisk).

    Good builds do not violate this rule as it is typically inefficient. You could probably get better overall set bonuses by using different IO sets. In Mid's, the "Sets & Bonuses" window will point out any violations of the rule to help you avoid them.

    See: http://paragonwiki.com/wiki/Rule_of_5

    X. More is, in fact, less.

    <More info here>

    XI. Diminishing Returns & Enhancement Diversification.

    See: http://paragonwiki.com/wiki/Enhancement_Diversification

    XII. More is, in fact, less.

    <More info here>

    XII. Buffs & Debuffs.

    <More info here>
  17. Build Optimizer's Rules-of-Thumb: Part II

    I. Zzzz.

    Builds with more status effect resistances/protections are better than builds with fewer status effect resistances/protections. No one likes being slept or held constantly and being slept or held if often the precursor to being dead.

    Many ATs have minimal or no status resistances/protections. The more one solos or is the main tank for groups, the more important status resistances/protections are. ATs with critical toggle powers that get shut down when held or slept really need to consider adding in status resistance/protection as well. In a group, it's not unreasonable to expect that buffs from group members will remove most of the serious issues.

    If you need more status resistances/protections consider picking up powers like:

    Combat Jumping: Immobilize Resist
    Health: Sleep Resist
    Acrobatics: Knockback and Hold Resist
    Assault: Placate and Taunt Resist
    Tacticts: Confuse and Fear Resist. +Perception.
    Weave: Immoblize Resist
    Some special IOs have status resistance and some IO sets have status resistance bonuses see:
    <Need more info here>

    Some ATs have at least one Epic Power Pool that has a status resistance power. If you find yourself in need of more status resistances, consider taking it.

    Some ATs have one or more powers in their primary or seconday powers that increase status resistance. It is usually a good idea to pick up these powers if they are available to you.

    II. Defense

    Builds with more defense are better than builds with less defense. Being at the soft-cap for defense (45%) is particularly useful. Every AT can soft-cap some defenses if they really want to. Many IO sets bonuses include defense bonuses. Defensive powers also accept +7.5% global recharge Luck of the Gambler IOs (a single IO with massive recharge bonus). The more defensive powers one has, the easier and more efficient it is to increase global recharge.

    A build with soft-capped defense takes 10 times less damage over time than a build with 0 defense. A build with soft-capped defense will take half as much damage as a build with 40% defense. That being said, defense debuffs are plentiful by many enemies. Also, higher level mobs will have an easier time of hitting you and some buffs that foes have will make it easier for them to hit you. The value of defense is greatly reduced in PvP. Therefore, defense should not necessarily eclipse every other build goal. However, capped defense is fairly easy to achieve in many situations with careful build crafting and should be striven for whenever possible.

    Grouping oriented builds can get away with defenses in the 20-30% range. One can typically expect some type of defense buffs when teamed and trying to cap defense often compromises the group-friendliness of a build.

    Being greatly over the the defense soft-cap (15% and more) is often a good way to achieve defense debuff mitigation and will help against cascading defensive collapse if one or two lucky defense debuffs manage to land. Many of the defense debuffs that you'll encounter are in the 7.5% - 10% range. Being slightly over the defense soft-cap is almost entirely wasted. If you find yourself in that situation, try to lower the defense to the soft-cap and use the freed up slots to better effect elsewhere.

    Many ATs need help with increasing defenses. In that case consider taking from the following powers:
    Combat Jumping
    Weave
    Maneuvers
    Defensive power from Epic Pool

    < Common defense goals here.. S/L vs Hover/R vs M/R/A >

    < Defense IO sets data here >

    < Link to defense discussion here. >

    III. Global Recharge

    Builds with lots of global recharge are better than builds with little or no global recharge. Who doesn't want to use their powers more often -- more damage/more defense/more control/etc? Many IO sets offer between 3.75% - 10% global recharge and increasing global recharge on a build is often fairly easy. Triple recharge reduction IO slotted Hasten (70% global recharge) is nearly standard on every build.

    Defensive powers accept +7.5% global recharge Luck of the Gambler IOs (a single IO with massive recharge bonus). The more defensive powers one has, the easier and more efficient it is to increase global recharge.

    Purple powers sets often have +10% recharge when 5-slotted and are a good, although expensive, way to increase global recharge.

    Exemplary builds tend to have perma-Hasten which is 106% global recharge from IO set bonuses and any recharge powers a set may have (not including Hasten itself). This tends to be pretty difficult to obtain for many builds and would involve too many compromises in other areas. Very good builds have Hasten with a less than 15 second cool down ~75% global recharge from IOs and non-Hasten recharge powers.

    The "Rule of 5" which limits any bonus to the first five does not apply to the 7.5% global recharge in Luck of the Gamble vs multi-stot 7.5% global recharge IO sets. That is, you can get a benefit from up to 5 LotG's *and* up to 5 IO multi-slot 7.5% bonus sets (like Gaze of the Basilisk).


    IV. Perma

    Builds with perma'd critical powers are better than builds where the critical powers are not perma'd. Some examples include: Accelerate Metabolism in radiation, Phantom Army in illusion, Domination for dominators. Usually the way to perma a power is to get Hasten and any recharge buff abilities that an AT has and then load up on global recharge via IO set enhancements until you can use the ability without interruption. Perma only applies to powers with a recharge time longer than their duration. Not all ATs have critical powers that need perma'ing and some powers have such long recharge times that they could never be perma'd no matter how much global recharge you have. Check the appropriate AT boards for your build.

    Hasten is a critical power that nearly every build should try to perma. It often involves too much compromises in many builds to perma it, but one should aim for perma-Hasten if possible or, at the very least, to reduce its down-time as much as possible. You need 275% recharge to perma-Hasten. A assuming you have it triple slotted with recharge IOs (the most standard slotting with 99% recharge reduction) and the recharge from Hasten affects itself, so you "only" need 106% (275 - 99 - 70) recharge from buffs and IO sets for it to be perma'd.

    See: http://cityofheroes.wikia.com/wiki/Perma


    V. Stealth

    Builds with stealth/invis are better than builds without stealth/invis. One very popular and exremely efficient means of getting invis for everything up to boss level (apart from a very few exceptions) is to take the Super Speed power and slot it with a +Stealth Unique IO. This usually doesn't involve taking unecessary powers since many builds already have Hasten and you get a fast travel power to boot. If your AT already includes stealth/invis powers you should probably take them instead.

    See: http://cityofheroes.wikia.com/wiki/Stealth

    VI. Resistance

    Builds with higher resistances are better than builds with lower resistances. It is virtually impossible to get significant amounts of resistances with IO set bonuses. The only power pool power that provide resistance is Tough. Having high resistance is a wonderful thing but it is really out of reach of most ATs except for some resistance-based primaries/secondaries for brutes/scrappers/tanks/epic ATs.

    VII. Accuracy/To-Hit

    Builds with lots of global accuracy/to-hit are better than builds with little or no global accuracy/to-hit. Accuracy is fairly common on IO set bonuses.

    <mention powers with accuracy/to-hit>
    <mention unique IO>
    <links to accuracy discussion>

    VIII. Mules

    Builds with no/fewer mule powers (powers taken that you don't intend to use but take them or slot them for IO set bonuses) are better than builds with any/more mules. Sometimes to get what you want out of a build muling becomes necessary.

    IX. Primary Effects

    Builds that don't maximize the primary effects via slotting (e.g., damage for damage powers, holds for hold powers) of important powers are less effective than ones that do.

    X. Endurance Gain

    Builds with a bigger endurance gain (Endurance Recovery - Endurance Usage) number are better than ones with a smaller such number. The absolute values for either is irrelevant, it's the difference to which you need pay attention.

    XI. Endurance Slotting

    Builds with endurance heavy powers or fast-cast powers that are slotted for endurance reduction are better than ones not slotted for endurance reduction. The faster the cast of the power and the more often it is used, the more endurance reduction is needed (unless the power is very low endurance to begin with or the build has recovery increasing powers).

    XII. Max HP

    Builds with higher Max HP are better than builds with lower Max HP. Max HP is much more important for melee type builds and PvPers than for others. Having more HP has the extremely nice benefit of increasing the effects of Regeneration which is based off a percentage of total HP.

    <mention IOs>
    <mention accolades here>

    XIII. Regeneration

    Builds with more regeneration are better than builds with less regeneration. Regeneration is absolutely critical to some regeneration-based melee ATs. Melee ATs, especially ones with high resistance, get the most benefit from regeneration since they will typically expect to have incoming damage and that damage will be low and steady rather than spike damage allowing regeneration to act as an effective heal.

    Here is a close to ideal slotting for Health for regen-based builds:
    • Miracle - +Recovery
    • Miracle - Heal
    • Miracle - Heal/Endurance
    • Regenerative Tissue - +Regeneration
    • Numina's Convalescence - +Regeneration/+Recovery
    • Numina's Convalescence - Heal

    See: http://boards.cityofheroes.com/showthread.php?t=119002 for ideas on slotting Health.

    XIV. Max Endurance

    Builds with higher maximum endurance are better than builds with lower max endurance. Max endurance is important for nearly everyone as having more endurance has the extremely nice benefit of increasing the effects of endurance recovery which is based off a percentage of max endurance.

    <mention IOs>
    <mention accolades here>
  18. Build Optimizer's Rules-of-Thumb: Part I

    I. Effective builds are more fun than ineffective builds.

    This is taken to be self-evident.

    II. Maximize the use of every slot.

    If there is any one slot that you can remove from your build without completely ruining it, you haven't optimized your build enough! Really. I mean it.

    III. Try before buying.

    Builds with power selections that you've tested for yourself and like are more fun than builds with powers selections handed to you by someone else or based off the description (which are often misleading and almost always under-specified).

    If there is a power that seems you might not like based on its description but haven't tired for yourself, try it out anyways. Ask how people who use and like the power use it and try to use it that way. Perhaps there are uses of the power that you hadn't considered.

    Don't be afraid to respec.

    IV. Use Mids Hero Designer.

    Builds made in Mid's Hero Designer are better than builds not made in Mid's Hero Designer. Being able to see all your powers and stats at a glance and play with the build before you actually respec into it is a tremendous advantage. This is a prime reason for people on Macs and Linux to get MS dual-boot.

    V. Check with the community.

    Builds based on feedback from the community are better than builds made in isolation. At least read any guides for the AT that you are considering the build for before starting your own. Absorb the knowledge that they are trying to impart, but remember it is still only one person's opinion and it may differ from your own.

    VI. No build can have everything.

    Just look at all the competing rules in this guide. There is no possible way that they could all be satisfied with a single build. Find some happy balance that you enjoy and call it day. A corollary of this rule is: "There is no one best build.". Another corollary of this rule is: "The more highly optimized a build is, the more trade-offs will have to be made (or at least the more obvious they become).". Really, don't sweat it. It is just a game after all.

    VII. Try, try and try again.

    The first several attempts at a build are never good enough! A good build needs time for review, contemplation and experience, then tweaking. After that, the whole process probably needs to be repeated a few times.

    VIII. Two great tastes that go together...

    Look for synergies between powers when selecting them for your build. For instance Choking Cloud (PBAoE toggle hold) may be a mediocre or bad power on a Ill/Rad that doesn't have other PBAoE's damage attacks and is usually out of range of mobs, but may be a really good power on a Fire/Rad who has some PBAoEs and will often find themselves in the middle of the action.

    IX. IO sets all the way.

    Well planned builds with IO sets are much better than builds without IO sets, often by a quite outstandingly large margin. For instance, a build with capped defense takes 10 times less damage over time than a build with 0 defense. A build with capped defense (45%), will take half as much damage as a build with 40% defense. For many ATs, the only way to achieve these levels of defense is to use IO sets.

    IX. The purple blues.

    Purple sets don't necessarily make a build better. Often, they just make builds cost more. They do tend to have lots of recovery, accuracy and recharge. When trying to optimize your build for one of those, add them in.

    X. Broaden your focus.

    A build that optimizes a broad range of important attributes is better than a build that focuses on one or a few.

    XI. Strengthen strengths and lessen weaknesses.

    Builds that play to an ATs strengths and make up for their weaknesses are better than ones that don't. Some corollaries:

    -- Group-oriented ATs with more group-oriented powers are better than ones with fewer group-oriented powers.

    -- Attack-oriented ATs with more attack-oriented powers are better than ones with fewer attack-oriented powers.

    -- Defense-oriented ATs with more defense-oriented powers are better than ones with fewer defense-oriented powers.

    -- Control-oriented ATs with more control-oriented powers are better than ones with fewer control-oriented powers.

    -- Pet-oriented ATs builds with more pet-oriented powers are better than ones with fewer pet-oriented powers.

    XII. Bring on the damage.

    Builds with good attack chains are better than builds without good attack chains. Some corollaries:
    a. Builds with main attack chain powers taken at the earliest possible level are better than ones where the main attack chain powers are not taken at the earliest possible level.
    b. Builds with heavily slotted attack chains are better than builds where the main attack chain powers are not heavily slotted.

    XIII. The early bird gets the worm.

    Builds with critical powers taken at the earliest possible level are better than builds with critical powers taken at later levels.
  19. This thread is intended to be a general guide to creating highly effective builds. It won't delve into the details of any one archetype but instead concentrate on illuminating the strategies that are common across a wide-range of high-end builds and provide the tools to help you create your own build. Most of the information in this guide contains information that is well known and has been hashed out and discussed to death already. This is just an attempt to conglomerate that information to help make build-making easier.

    This guide is in its infancy and will be improved over time. Comments and suggestions are particularly welcome.

    < Note: more details and formatting to be added later. >
  20. OK, I did one more round of optimizing and this is what I came up with. It picks up more of the fire/fire powers without losing anything important. It does away with Combustion which I didn't like at all in practice...being rooted for so long for a DoT is just silly. I also got rid of any purple sets, because I have a couple other builds that need to be purpled out first. I think this may actually be a decent build. It also has capped S/L and better ranged aoe, single target ranged and pbaoe attack chains possible.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

  21. Quote:
    Originally Posted by ketch View Post
    In my experience with Plant/FF I found Repulsion Bomb highly skippable though Plant does not want for AoE control like Illusion. Coming in only 6 levels earlier than the first of the AoE's found in APP's makes it seem even more lackluster. It's got a whopping 16.9 endurance cost, a full 3 second cast time, and only a 40% chance for a mag 2 stun. In some ways, it's similar to Fissure but far, far inferior.

    I can see it's place in your build (10% recharge is nothing to scoff at), but for most players I'd say to avoid it.
    Quote:
    Originally Posted by magicj View Post
    I should point out that my Ill/FF is one of only 2 FFers with repulsion bomb (I believe I have 7 level 50 FFers). And even on those builds I rarely use it, exactly for the reasons you outlined.
    I used to hate Repulsion Bomb with a passion when it used to be a ground target ability, but now after respeccing back into it, and it being a targetted AoE, I find it's an OK power. With slotting and a high endurance gaining build the endurance issue isn't a problem with using it. The cast time at 3 seconds is long, however, the time during that cast time where you are frozen in place is less than a 1.5 seconds making it not so painful and much less painful than some other powers on other builds that I have where you are frozen in place for the entire animation. There is no better damage power than Repulsion Bomb to use on large groups while waiting for Fissure to recharge and much of the game has turned into fighting large groups. It a nice power even against small groups when you need a bit of extra added mitigation and Fissure is down. To top it off, the disorient bonus helps with hard control and containment. I think I would miss this power if it were missing from the build even though, overall, it is a lackluster damage power. I could see other FF builds with different primaries easily skipping it though.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    My only concern is the lack of slotting on the ally shields. If you never team it won't matter but the way they are slotted now the only thing you're getting out of Force Field is the big bubble.
    This statement is not supported by the numbers.

    The Ally shields fully defense slotted would yield an extra 5% defense: 13% -> 18%. Currently, I add
    12% dispersion bubble
    13% ally shields
    4% maneuvers
    -------------------------
    For +29% defense to almost everything to the whole team.

    A fully slotted ally shields would make that 34% to everything. While that is a nice bump, it is not game-changing or even noticeable by any group that I've ever been on. I'd prefer for me to survive as well as my team mates. Claiming that the only benefit is the big bubble is just plain misleading. A power doesn't necessarily have to be maximally slotted to provide a nice benefit -- especially the ally shields which are good powers even with minimal slotting. Also, the build includes Maneuvers.

    An Ill/FF without Maneuvers but with fully slotted shields would be adding only an extra 1% defense to the team, which is in the noise, compared to this build. Another way to look at it, is that I traded 5% ally defense for 4% defense to everyone, including me, which seems like a reasonable thing to do. When making high end builds, it's really all about the trade-offs.

    Another way to say this, is that someone with maximally slotted ally shields isn't going to be noticeably more group friendly than this build and is likely to be noticeably inferior in other aspects. Although, if one really wanted to make a very friendly group build by picking up all the leadership toggles and teleport friend, and aid other, that would probably be a good thing to do. There are lots of skippable powers in FF which makes making such a build less of a pain. That would be noticeably more group friendly.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    The damage from Repulsion Bomb is attrocious
    The damage is second best after fissure when fighting very large groups that are close together. I wouldn't discount it's damage output in that situation. It also has knockdown and disorient effects which mitigate incoming damage and the disorient increases total containment which Ill has a hard time with anyway. FF really is all about avoiding incoming damage and this is a useful tool for that effect. Also, the extra containment makes your other attacks stronger, even though it doesn't benefit from containment itself. I'd love it to do more damage, be affected by containment and have a faster cast time, but that is what Ill/FF is stuck with for AoE damage.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Force Bolt is pretty weak in practical use
    It definitely has its uses...keeping bosses knocked down and it is useful in PvP and it is also useful as a mule for 7.5% global recharge (if you hadn't noticed, I'm a *huge* fan of global recharge for Illusion). Also, it's just plain fun to knock things across the zone sometimes 8-). All-in-all though, if I were tweaking the build to squeeze in some other power, this is probably the one that would go first. I do highly recommend taking this power early when leveling because the damage mitigation against bosses is very nice.
  23. Quote:
    Originally Posted by magicj View Post
    A very nice build, Dr.
    Thanks.

    Quote:
    Originally Posted by magicj View Post
    But if you wanted to squeeze just a bit more out of it, you could get the Knockback points from a universal travel IO and then use the slot in SI for a Kismet +Acc.
    Actually, I like having 11 mag KB protection. +2 Fake Nemesis do 10.98 KB and +0 Fake Nemesis do 9 KB as well as some AV's which do nearly equivalent knock back. I think I would find +6 accuracy lost in the noise since the build already has 63% global accuracy bonus, while there would definitely be situations (although fairly rare) where I'd obviously miss having the extra knock back protection when dropping it down to 7 KB protection. If I were going to trade a knockback protection IO slot for something else, I'd think I'd pick up a 20% slow resist IO in preference to the Kismet +Acc.

    PS I respecced into this and tried out a battle maiden AE farm to see how fast it would take (0/8 no bosses). It took me always about 1 minute to clear a group of 24 mobs which is pretty slow. It took about 20 minutes total to cap tickets and I took virtually no damage during that time. Definitely not even near the top for solo farming but very safe and not horrible by a long shot. My strategy looked like:

    1. Summon phantom army into middle of group
    2. Summon fear pet into middle of group.
    3. Jump into middle of group and use flash (for containment)
    4. Rotate Fissue, Repulsion Bomb and Seismic Smash as they come up while staying as close to the center of the group as possible.
    5. When fear wears off, reapply. When Flash wears off, throw in Blind before Seismic Smash.
    6. Use Blind/Spectral Wounds combo to finish off the occasional runner.
  24. <I removed the details of this build but left the link for posterity reasons. The build I posted later in this thread is vastly superior.>

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  25. Here is my build, I have this nearly complete and am extremely happy with it:

    <I removed the details of this build but left the link for posterity reasons. The build I posted later in this thread is vastly superior.>

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!