Durien

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  1. Quote:
    What percentage of enemies in the game are 50% lethal resistant? Against enemies with 20% lethal resists and 0% other resists, swapping ammo would boost your damage by 7.5%. Against 0% lethal resists -20% other resists enemies the benefit is only 6%. I have a hard time believing Swap Ammo even comes close to approaching the benefits of Aim, even in an over-simplistic numbers-only comparison.
    or leadership which is 10% damage, it's really even better than 10% since you make everyone else do more damage too.
  2. so long as it's a choice and not a change, I chose stone armore BECAUSE granite looked like that.
  3. yeah i'm runnin 3(or will be when i get em all). Perfect zinger,mako's bite, death touch. the other 3 slots go to mako's bite, for the global damage.
  4. Very good guide, I didn't know GIS sucked so much, I assumed it was just bad because I haven't filled the slots in it yet, I may be respeccing out of it. I also didn't realize freezing touch was so good as an actual attack, it may still house gaze of the basalisk though(that set is just too good!) Over all very nice.
  5. My ONLY problem with the aggro cap is that it can be broken through normal play. If I'm playing on an 8 man team, and 2 spawns are a little to close together it can mean death to the team if we don't have an off tank.
  6. Durien

    Ice/Ice Build

    Quote:
    Chalk it up to personal preference, then. IO builds are usually so slot-tight that I am very reluctant to use more than 4 slots on a res/def power unless there's a very desirable bonus.
    I generally look at it like this A. what would I slot anyways, and B. what would I have to slot elsewhere to get this particular bonus. For defense powers the answer to A, is about 4 slots, even if they were non set IO, i'd want some defense and MAYBE some end, depending on the build. The answer to B is a LOT, in the case of defense powers the reward is 12.5% global recharge(a pretty hefty number), in this case for the mere price of 2 slots more than I would normally go. Plus the small added bonus of 2% global damage increase.

    Quote:
    The proc in Icicles is actually a very good idea, (and one I might steal) but IME, high-end toggles like Icicles can be a drag even on builds with an end recovery power if not slotted for end reduction. Admittedly though, that is less of a concern with Ice Melee than it would be for a more endurance heavy secondary.
    unfortunately I'm still working my way up, so I wont know for quite a while how this build actually functions, but I don't foresee this being a problem. Even ignoring the endurance light secondary, with all the toggles on I gain significantly more endurance than I lose(more than 2 endurance per second gained after toggles, and that's with only one endurance mod in stamina), plus ice armor has EA going off every 25ish seconds.

    Quote:
    Six-slotting, you mean? Normally I'd add another slot to SH or KC, so it would save one slot anyway. The other issue to consider is that this build has a lot of ways to get E/NE defense more easily than using Mako's, but it does NOT have an abundance of ST attacks for Melee defense.
    I could agree with this if I was scrimping and scrounging for smashing/lethal defense, but it is in a pretty good abundance through my other powers. If I switched to 4 kinetic combat and 1 random dam/acc, I save one slot from that power, and I can take out 1 slot from EA or frozen aura. so I gain two slots, lose 3% global damage(almost guaranteed 3 slots or more to get back), and get a weaker non procing greater ice sword. The value of that trade is pretty questionable to me. I could use that to make the build more flexible though, say drop ice sword and add the kinetic combat into greater ice sword, save one slot and open up a power slot.

    Quote:
    I guess it comes down to a difference in philosophy; if possible, I like my attacks to be fully slotted without relying on set bonuses. That way, any set bonuses I get are just gravy.
    I agree for every stat except accuracy, you can always use more damage, you can usually use more recharge and endurance discount, but there's a certain point where accuracy doesn't really matter anymore. I never attempted to get global accuracy anywhere in this build, but its got 18% global accuracy buff, and if that makes a power accurate enough to hit most of the time it's good enough for me. With just the kinetic combats in there it is as accurate as if you put one level 50 accuracy IO(and had no other bonuses). That's as much as some people recommend in powers anyways. I personally prefer 2 accuracies, but the build has 5 slots open, so if I really wanted more accuracy/damage there's room for it.


    Out of curiosity which GotA bonuses do you like more, run speed is only useful for situational builds(i'd say useless for this one), fire resists isn't really enough to help, 1.8% max end?, mes resist?, psy resist? None of those seem particularly helpful. On the othe rhand fortune has damage buff and 5% recharge(boht useful), and give better bonuses since it's a highe rlevel set. Luck of the gambler I can see, but it's very expensive, and the bonuses IMO are different not better. I'd much rather spend 5 slots and get the 5% recharge than spend 4 slots and get the worthless bonus's of GotA, or spend 4 slots(and a billion infamy) and get the regen/health/acc of LOTG. That one really does come down to personal preference(although I still don't understand GotA)

    Anyway, no hard feelings, discussion breeds better builds!
  7. Durien

    Ice/Ice Build

    I like the + damage and + recharge of red fortune, I personally don't think GotA is woth it at all. I could see more LotG in there, regen, hp, and acc are all nice, but I still prefer the damage na recharge to all those(although the other trade off is a few extra slots). 5 slots for 12.5% recharge and 2% global damage and fully enhancing a useful power sounds like a pretty decent deal to me.

    for icicles, I think your going to have a hard time finding as good a value as 3 slots that are somewhat helpful(mainly the proc in icicles) and gives a global +3% damage. With all the toggles on the set only uses 1.09 end per second with this build, it recovers 2.85, and that's without EA(and only having one endurance mod in stamina) so not having much in the way of endurance saving isn't too big of a deal. none of the other AOE sets benefits come even close to the benefits of the proc + damage buff.

    I personally think slotting 4 makos in an attack is a pretty worthwhile endeavor, it's a high level enhancement set, and it gives hp and global attack which are both nice. Adding 2 more slots on top of that to also get defense is a worthwhile endeavor IMO. This is especially true, since like you said, putting in smashing haymaker is usually not enough of a boost to a strong attack, so you'll probably end up 6 slotting anyways.

    As for combat jumping, I'd have no problem ripping out the single LotG defense, but 10% regen is pretty decent and at the moment I don't really see a spot where I really want another slot. Although looking at it I can take the blessing of zephyrs out and still be 45%+ on energy/neg.

    As far as attacks with kinetic combat/smashing haymaker, accuracy isn't a huge deal, even with kinetic combat in there it's over 105% accuracy.
  8. Durien

    Ice/Ice Build

    That all sounds like pretty good advice, this build is based purely on theory since i'm only 22(and I AE power leveled 14-22, mainly so I could catch up and do TF's with a friend though). I mainly picked permafrost up because I'm slightly worried about fire damage, seeing as how we don't get any defense to it, and a crappy resist to it(especially without permafrost).

    I had no idea hibernate was that good, I figured taking me out of the fight for that long would end up hurting more than helping, sounds like it's truly useful though.

    adding the steadfast into permafrost allowed me to take the numina's recov/regen out of hoar frost(andanother slot bringing it down to 4) and put it into health, it also allowed me to replace one of the kinetic combats with makos bite for more global damage(and some hp). I also threw a 3rd slot into heal and put a numina's heal in there for another 12% set regen bonus and some extra from health itself.

    Part of the reason I really like this build is because it's really flexible, there's several open power choices (especially if you drop taunt and permafrost), and a 5 slots. changing it to a toughness/weave build is really easy, you just swap out taunt and throw those in, and change the kinetic combats to makos and drop the eradications from icicles and open up 3 extra slots.

    thanks for the advice so far, i'll make some changes and post it back later tonight, as well as looking out for your version.
  9. Durien

    Ice/Ice Build

    Here's my version, it has 45%+ defenses to smashing/lethal/energy/neg without EA, but it also has perma EA just in case. it also has 2 powers open(3 if you don't take taunt since taunt is not used for set enhancements), and doesn't use any epic powers so that is also open to personal preference. it also has 5 slots open, so you can add slots to random things, or six slot a completely new power. I haven't tested this yet, it's just what I plan to do, and criticism is welcome.

    edit: actually you don't have to take ice patch or perma frost either if you don't want to.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kengo: Level 48 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fitness

    Hero Profile:
    Level 1: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Red Fortune - Defense
    • (3) Red Fortune - Defense/Endurance
    • (5) Red Fortune - Defense/Recharge
    • (5) Red Fortune - Endurance
    • (7) Red Fortune - Defense/Endurance/Recharge
    Level 1: Frozen Fists
    • (A) Kinetic Combat - Accuracy/Damage
    • (19) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (21) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Ice Sword
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Hoarfrost
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (13) Numina's Convalescence - Heal
    • (13) Numina's Convalescence - Heal/Recharge
    • (15) Numina's Convalescence - Heal/Endurance/Recharge
    • (15) Numina's Convalescence - Endurance/Recharge
    • (17) Numina's Convalescence - Heal/Endurance
    Level 6: Frost
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    Level 8: Chilling Embrace
    • (A) Curtail Speed - Accuracy/Slow
    • (9) Curtail Speed - Damage/Slow
    • (9) Curtail Speed - Accuracy/Endurance
    • (11) Curtail Speed - Range/Slow
    • (11) Curtail Speed - Endurance/Recharge/Slow
    Level 10: Wet Ice
    • (A) Endurance Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (46) Luck of the Gambler - Defense
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 16: Hurdle
    • (A) Jumping IO
    Level 18: Health
    • (A) Miracle - +Recovery
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod
    Level 22: Glacial Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Red Fortune - Endurance
    • (23) Red Fortune - Defense
    • (25) Red Fortune - Defense/Endurance
    • (25) Red Fortune - Defense/Recharge
    • (27) Red Fortune - Defense/Endurance/Recharge
    Level 24: Ice Patch
    • (A) Recharge Reduction IO
    Level 26: Energy Absorption
    • (A) Perfect Zinger - Chance for Psi Damage
    • (27) Perfect Zinger - Taunt/Range
    • (29) Perfect Zinger - Accuracy/Recharge
    • (29) Perfect Zinger - Taunt/Recharge/Range
    • (33) Perfect Zinger - Taunt/Recharge
    • (33) Perfect Zinger - Taunt
    Level 28: Icicles
    • (A) Obliteration - Chance for Smashing Damage
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Eradication - Damage
    • (37) Eradication - Accuracy/Damage/Recharge
    • (37) Eradication - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Damage
    Level 30: Freezing Touch
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (31) Basilisk's Gaze - Accuracy/Recharge
    • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (31) Basilisk's Gaze - Recharge/Hold
    Level 32: Permafrost
    • (A) Aegis - Psionic/Status Resistance
    Level 35: Greater Ice Sword
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Mako's Bite - Accuracy/Endurance/Recharge
    • (42) Mako's Bite - Damage/Recharge
    • (42) Mako's Bite - Damage/Endurance
    • (43) Mako's Bite - Accuracy/Damage
    Level 38: Frozen Aura
    • (A) Obliteration - Damage
    • (39) Obliteration - Damage/Recharge
    • (39) Obliteration - Chance for Smashing Damage
    • (39) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    Level 41: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    Level 44: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 47: [Empty]
    • (A) Recharge Reduction IO
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 15% Defense(Smashing)
    • 15% Defense(Lethal)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 13.8% Defense(Energy)
    • 13.8% Defense(Negative)
    • 12.2% Defense(Melee)
    • 19.1% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 1.8% Max End
    • 2% Enhancement(JumpSpeed)
    • 2% Enhancement(FlySpeed)
    • 2% Enhancement(JumpHeight)
    • 2% Enhancement(RunSpeed)
    • 18% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 58.8% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 154.6 HP (8.25%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 14.3%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.75%
    • 7% (0.12 End/sec) Recovery
    • 32% (2.5 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 10% RunSpeed
  10. the nice thing about htis suggestion is that even if you don't take granite you can still take rock armor, and stone skin will always be useful. I don't really care much either way because i'd take rock armor any ways(granite is not always necessary and it's useful when malefactoring).
  11. Hey everyone, I've been a long long time champion player(since launch actually), but most of my friends are either A. villain side or B. no longer play. I'm looking for people to group with, but most of the mid level zones seem pretty completely dead. I'm up for anything really task forces, story arcs, AE(farm or non farm missions). I had serious altitis until villains came out so my highest level hero is a level 37 scrapper, but So far i've mainly been playing a level 20ish blaster.

    I'm open to joining SG's, just finding people for my friends list, or just trying to get a group going to do things!
  12. my stone melee brute can solo relentless with break free's and no click/toggles from secondary or power pools(heck depending on enemy group break free's aren't even necessary). In all honesty though brutes and scrappers are two excellent AT's, although in my experience keeping 50%+ fury on a brute is TRIVAL and getting 75%-90% even on teams is reasonable. I also have a tremendous amount of experience with brutes so I've had a lot of practice(my sig was made when there WAS no level 50, I've been capped for a long long time).

    Also LRSF the order doesn't even really matter beyond numina->psyche->everyone else->states. I guess i'm a stone armor brute so my view is a little skewed, but basically once those two are down nothing except unfortunate timing with a bunch of attacks and dimension arrow hitting me nothing else is really threatening.
  13. I'm not a high level, but the only powers changed outside the global buff that I don't have is thunder strike.

    I play a grav/elec, agianst minion i'd generally lead with a hold, levitate->havoc punch->charged bolt one that i didn't hold(this little chain usually killed on relentless), then i'd hold the remaining minion(assuming a 3 minion spawn on relentless) and massacre both of them. For a liut minion spawn i'd generally hold the lieut, then levitate havoc charged bolt to kill the minoin, then kill th elieut(often without reholding).

    this is all without build up, I'd often save that for build up snipe(which does SGnifiCANT damage, about 7/10th's of a +2 minion without any slotting). there were no bosses in the particular mission i ran though.
  14. It's kind of annoying because i now do slightly LESS than when I was in dom mode(I just get it all the time now ) I liked the old way elec worked as well, but it's still pretty awesome now so I'm not complaining!
  15. [ QUOTE ]
    About the only thing I'd like for gravity to change for dom and controllers is PROPEL: Change it to knock down, and try and smooth/speed up animation-cast time.

    [/ QUOTE ]

    really, no change to the arguably worse power of dimension shift?
  16. All AT's have to have some time where they aren't attacking at low levels. I spend enough time controlling that my attack chain doesn't really matter anyways.
  17. i would totally never copmlain again if this happened, their helpless flailing would soothe me for the first 25 levels!
  18. except you ahve artificially decreased it, you don' tHAVE to have a constant chian of attacks, you're hurting your own endurance per damage by adding in attacks that have bad endurance per end. If you use the exact same chain as before and jsut don't fill in the holes you'll have more damage over time, and better damage over endurance. once you get to higher levels you'll get a full attack chian with good attacks.
  19. my attack chain on grav/elec without hasten and only SO's is pretty great, I use lift->charged bolt->charged brawl->havoc punch.
  20. i just got on test and i'm loving the assault set changes, and I'm playing elec melee which i believe got the LEAST benefit from it! crush is doing stupidly high amounts of damage compared to what it did before, i can't wait to spec into lift!
  21. That may be fair enough, I have no experience with singularity so I can't really comment on it. I do know the first 25 levels are pretty terrible. Is singularity really that much better than all the other dom's pets?
  22. That may be fine for a level 50, but i've recently gotten a grav dom from 1-25 and it's TERRIBLE, my friend was commenting my level 12 ice/ice dom was contributing more to teams then my level 25 grav dom. Grav has more terrible powers than any set I've ever played, and unlike stuff like old psy it doesn't have a massive pay off at the end. old psy was 37 levels of suck and then awesomeness to the end, grav is 25 levels of suck and then continues to be worse off than the other dom sets. although i will say that part is mostly hearsay as I have not played much on teams with fully slotted wormhole, but everyone i've talked to has said worhmole is still sub par compared to other dominators AOE controls. so we get 25 elvels of suck and then 25 levels of mediocrity?
  23. except that excelling in any sort of damage when our entire secondary excells at damage even more is pointless. I should say WAS pointless because it might actually matter now.

    But as we stand before this wide dominator change very little would change. There's almost no reason to take crush AND levitate, as they are both quick recharge quick animating low damage powers with light contorl elements(both good powers that i like a lot i jus tsee no reason to take both with an assault secondary). AOE immobilize is marginally useful at best, basically worthless most of the time, and sometimes detrimental. AOE intangible has 2 very bad uses that exclude eachother, and is sometimes harmful to the team. Wormhole requires a bit of extra set up and(i believe) has smaller range than all the other dom sets AOE controls. Heck for every other dom class the AOE hold is often one of the worst powers in the set, ours is not better than theirs and it's one of our BEST powers.

    Also the lift thing doesn't really set us apart because mind has had the higher damaging levitate forever AND they have VERY good single target and AOE control. The only thing damage wise we have over them is propel(which is a TERRIBLE move).
  24. oh i have no idea about that. I meant if levitate was the only change effecting gravity doms it definitely would not b enough to fix the problems with grav(at least my problems with grav). but because of how the global dominator changes and the way many of the secondaries were changed i tmay end up doing more for us than it looks like it will.
  25. something is weird about this test update too, I've been trying to get into it all day. After i'm done reinstalling the test server i'm gonna try one of the fix's recommended, hopefully i'll be able to test a little bit today.