Elimist

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  1. Thanks for the tips. I'll make some adjustments. This is the quickest build I've ever made, and even with little work, it's absolutely sick. And you're right. If I can get the boost/link trick to perma, then I would only need ranged slightly over the cap with perma link on. That would let me fit some more recharge, or better yet, accuracy. And yes, I hadn't noticed, but you're right, I don't have 5 lotg's yet, I had though I did.

    Also, I just realized something based on what you said. If you leave link minds off on mids, and select boost power, you'll notice boost power affects your defense. Then if you select link minds, the raise in defense that mids shows is those two powers stacking on top of each other. I don't think it's taking into account power boost affecting link minds itself. So it may raise your defense even further. Hmm...... this might be something you can only test by slotting and testing the effects. Either way, you're right, if I can get to perma link, I can afford to lower defense to cap with link on. But can't forget to reactivate the two when I do that.

    I'm so used to defense powers being toggles, that I always slot defense/def end/proc. I see what I did wrong with that. Link benefits more from recharge then end reduction. That was just bad habit on my part.
  2. Haven't tried it yet, but looks epic. Based on info from the guides, I took and slotted all the best/necessary powers from the primary/secondary. Some choices seem a bit strange, like lethargic repose in mez, six slotted, but if you look carefully, I couldn't find anywhere else the slots were needed, and I got a defense bonus. And you do use mez often, so six slotting only helps, can't hurt. I didn't slot alot of purples, because I felt like slotting for defense. As a result, might take a judgement call whether the lack of global acc/recharge gets in the way of your holds/mezzes hitting or your Domination recharging. But I did slot 5 lotg's. This is a post-i19 build, which is what that empty two slotted power represents. Inherent stamina two-slotted. Pick what you like to put here. I'm thinking hover. maybe tactics to make up for the crazy accuracy bonuses from a purple build. I'll probably try it without tactics first, then respec to it if I need it. That respec wouldn't require any changes, just a regular IO. Anyway, onto the rest of the build. Superjump because redside sucks. Superspeed because I do speed TFs, and the stealth bonus I just can't give up. Purple slotted Mass Confuse instead of World, because the defense bonus if you six slot it. Although I wish I could six slot World of COnfusion. I won't run tough on toggle. Just a proc mule. 6% defense from those procs. Kismet for the accuracy bonus, since there aren't many purples. Link minds is the real key here. Check this out: Defense after hitting powerboost+link minds= soft capped across the board. I don't know if there is a psi mob that ignores ranged checks, but if there is, you're still at almost 40%. This lasts 15 seconds, where you will have perfect defense. Great for panic, or for jumping into a mob you know will kill you. Long enough to confuse/fear/hold the suckers as much as you can. And if you draw that much aggro to yourself, let's say, on a weak team, you can essentially assist in tanking. The confused mobs will kill each other off, your suckfest team takes some more out, and then you've weeded through enough to get the DPS down for your team to survive. So that takes care of the alpha. Then after that 15 seconds, you still have another 75 seconds of linked minds. This also buffs your team's defense by 10% by the way. So, for those 75 seconds you are still range capped, and the melee/aoe are at 35/33. Not too shabby. Now another note. At this point, energy/negative are at 44.2%. I'm not sure what nictus dwarfs deal with their melee, but I'm sure there is a negative/energy aspect in there somewhere, which means you will dodge their entire attack, not just the energy damage. Booya, soloing nictus in ITF, the most played TF in the game. This strategy works for jumping into alpha on really tough mobs that your controls simply won't allow you to solo otherwise. Or for teams that are too impatient to use mass hypnosis correctly. And I'll note that if you hit hasten immediately before you do this chain, Link minds will be up in 40 seconds. In that time, you can use powerboost for a slightly less epic boost in your powers, and they will both be up together to do it all again. Okay, the upsides and downsides of my build, besides the ones not mentioned? Little status protection. Bring eggs, problem solved. I'm fairly sure all the important primaries/secondaries, your holds and attacks, your bread and butter, are slotted as well as they need to be for whatever you need them for. But take another look and feel free to correct me on that. Yeah, I'm tired of typing, so thanks for listening, but I'm still learning, and I haven't tested the build yet, so I'd appreciate feedback on my ideas as much as you want to hear them (assuming I'm totally wrong, in which case I wasted all your time, sorry)
  3. Elimist

    Solo the Posi TF

    Quote:
    Originally Posted by _Mojo_ View Post
    There's something you guys need to know about Elimist. He doesn't play scrappers.
    XD My main is a scrapper. DM/SR. If you haven't seen Ricky Rat bouncing around triumph in the last year, you're probably a noob.

    And to you Claws, no worries. You're probably right, there are alot of people who would say what I said seriously. Or just not say it, but then proceed to do it.
    Let me rephrase. I like detention field, for the purpose of griefing Tamaki. XD
  4. Elimist

    My old emp/psi

    Yeah, didn't know about celerity when I made the toon. Gonna ditch invis. I'll be fixing it soon. Just need to take care of other priorities, then I'll take advice here and rebuild it.
  5. I realize what I've made here is essentially another scrappy squishy. "Why didn't you make a scrapper?" But I should ask this. If I'm actually trying to play like a dom, does this build work for that as well? Is the recharge high enough to hit Domination often enough? Are my important controls slotted well enough? Will I be able to lock down the really high end enemies as well as a mental that is build just for that? Did I get all the secondaries I need? How's my end use (notice I don't toggle tough)? And last but not least, after that surge of awesome, and I'm back to normal dom ability, will I be able to overcome my Leeroy Jenkins syndrome and go back to managing my holds?
    I think so. The super defense will be nice, and let me go a little lax on my holds if I need to and start pounding away. This is great for a team that can handle the aggro all on their own and doesn't need me for holds. But for a team that does need more control, all I need to accomplish this playstyle is click of two powers before I enter the fight. After that, I can play as normal and focus on holds if need be, I just happen to be safer behind my super dodginess. I'm not an experienced dom, but this build looks, to me, to be versatile, soloable, teamable, survivable, slotted for holds, slotted for damage, and fairly light on the toggles........ all that being said...... your thoughts?
  6. Another build, with Psi mastery. This is a Post-i19 build.
    I just reworked this one, and take a look at your defenses when you hit Link Minds and Power Boost at the same time, which you can do every 40 seconds with this build (Assuming hasten happens to be active during that entire 40 seconds. I tend to leave hasten on autocast on most toons.) All capped, with ranged at an unnecessary 62. But it's so high because it's about soft capped during the rest of the fight. This gives you 15 seconds of near invincibility. And during that, hopefully your fighting gives you domination, which will help you when that 15 seconds of fun wears off. And in any case, mental's holds should keep you in the clear anyway. When that 15 seconds is over, you still have 75 seconds of Link Minds, which keeps you at 35/49/33. A purple should boost you back to soft capped if you need it. I'd like to fit some more recharge in here, but I'd rather not give up the defense for the purple recharge bonuses. I'm still wondering how World of Confusion will play out. Does the target cap link to Mass Confusion? As in, if I'm standing in a mob with my toggle, and I'm shooting the next mob with my target AoE, will I confuse 30 enemies total? If so, all i can say is wow. And yes, I realize the toggle isn't strickly a confuse. It's also an aggro drawing damage aura, but once again, I'm soft capped through alot of this, and I have an AoE hold to get me through the alpha until the PBaoe toggle starts to make a difference. And my single target controls can keep the bosses off my back. Yes, I realize I have mez overslotted, and that's for the defense bonus, since I can't think of a place I really need those slots. And yeah, I realize I haven't chosen my last power yet. Those two slots in 22 are standing in for the ones that will go into stamina when it's enherent. Which leaves me with nothing, just a single power that will be one slotted. Probably hover. Can TK be useful with one slot? I'm kinda too lazy to put that in my build as of now, since it probably won't be used.

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

    Click this DataLink to open the build!

    Stack Deck Harpy: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Mesmerize -- LgcRps-Acc/EndRdx(A), LgcRps-EndRdx/Sleep(25), LgcRps-Acc/Rchg(25), LgcRps-Sleep/Rng(29), LgcRps-Acc/Sleep(31), LgcRps-Acc/Sleep/Rchg(39)
    Level 1: Power Bolt -- Acc-I(A)
    Level 2: Dominate -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(3), Lock-Acc/Hold(3), Lock-Acc/Rchg(5), Lock-EndRdx/Rchg/Hold(5), Lock-Rchg/Hold(34)
    Level 4: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(48)
    Level 6: Confuse -- Mlais-EndRdx/Conf(A), Mlais-Acc/Rchg(7), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(9), Mlais-Acc/Conf/Rchg(9), Mlais-Dam%(11)
    Level 8: Mass Hypnosis -- FtnHyp-Plct%(A), FtnHyp-Sleep(13), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
    Level 12: Levitate -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
    Level 14: Super Speed -- Empty(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Total Domination -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Acc/Hold(21), Lock-Acc/Rchg(21), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(23)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(46)
    Level 22: [Empty] -- P'Shift-End%(A), P'Shift-EndMod(31)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Terrify -- N'mare-Acc/Rchg(A), N'mare-Fear/Rng(27), N'mare-Acc/Fear/Rchg(27), N'mare-Acc/Fear(29)
    Level 28: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 35: Kick -- Empty(A)
    Level 38: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Ksmt-ToHit+(42), LkGmblr-Def/EndRdx(43)
    Level 44: Power Burst -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg(46)
    Level 47: Link Minds -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 49: World of Confusion -- Conf-I(A), Conf-I(50), Acc-I(50), Acc-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
  7. I posted a rough build earlier. This is the tweaked version. Looks awesome. I'll post a reply with explanations on how I plan to try it out.

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

    Click this DataLink to open the build!

    Stack Deck Harpy: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Mesmerize
    • (A) Lethargic Repose - Accuracy/Endurance
    • (25) Lethargic Repose - Endurance/Sleep
    • (25) Lethargic Repose - Accuracy/Recharge
    • (29) Lethargic Repose - Sleep/Range
    • (31) Lethargic Repose - Accuracy/Sleep
    • (39) Lethargic Repose - Accuracy/Sleep/Recharge
    Level 1: Power Bolt
    • (A) Accuracy IO
    Level 2: Dominate
    • (A) Lockdown - Chance for +2 Mag Hold
    • (3) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (3) Lockdown - Accuracy/Hold
    • (5) Lockdown - Accuracy/Recharge
    • (5) Lockdown - Endurance/Recharge/Hold
    • (34) Lockdown - Recharge/Hold
    Level 4: Bone Smasher
    • (A) Touch of Death - Accuracy/Damage
    • (37) Touch of Death - Damage/Endurance
    • (39) Touch of Death - Damage/Recharge
    • (40) Touch of Death - Accuracy/Damage/Endurance
    • (40) Touch of Death - Damage/Endurance/Recharge
    • (48) Touch of Death - Chance of Damage(Negative)
    Level 6: Confuse
    • (A) Malaise's Illusions - Endurance/Confused
    • (7) Malaise's Illusions - Accuracy/Recharge
    • (7) Malaise's Illusions - Accuracy/Endurance
    • (9) Malaise's Illusions - Confused/Range
    • (9) Malaise's Illusions - Accuracy/Confused/Recharge
    • (11) Malaise's Illusions - Chance of Damage(Psionic)
    Level 8: Mass Hypnosis
    • (A) Fortunata Hypnosis - Chance for Placate
    • (13) Fortunata Hypnosis - Sleep
    • (15) Fortunata Hypnosis - Sleep/Recharge
    • (15) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (19) Fortunata Hypnosis - Accuracy/Recharge
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 12: Levitate
    • (A) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Endurance
    Level 14: Super Speed
    • (A) Empty
    Level 16: Power Boost
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Total Domination
    • (A) Lockdown - Chance for +2 Mag Hold
    • (19) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (21) Lockdown - Accuracy/Hold
    • (21) Lockdown - Accuracy/Recharge
    • (23) Lockdown - Recharge/Hold
    • (23) Lockdown - Endurance/Recharge/Hold
    Level 20: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense
    Level 22: [Empty]
    • (A) Empty
    • (31) Empty
    Level 24: Super Jump
    • (A) Jumping IO
    Level 26: Terrify
    • (A) Nightmare - Accuracy/Recharge
    • (27) Nightmare - Fear/Range
    • (27) Nightmare - Accuracy/Fear/Recharge
    • (29) Nightmare - Accuracy/Fear
    Level 28: Total Focus
    • (A) Touch of Death - Accuracy/Damage
    • (36) Touch of Death - Damage/Endurance
    • (36) Touch of Death - Damage/Recharge
    • (36) Touch of Death - Accuracy/Damage/Endurance
    • (37) Touch of Death - Damage/Endurance/Recharge
    • (37) Touch of Death - Chance of Damage(Negative)
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 32: Mass Confusion
    • (A) Coercive Persuasion - Confused
    • (33) Coercive Persuasion - Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Recharge
    • (34) Coercive Persuasion - Confused/Endurance
    • (34) Coercive Persuasion - Contagious Confusion
    Level 35: Kick
    • (A) Empty
    Level 38: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (39) Steadfast Protection - Resistance/+Def 3%
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense
    • (42) Kismet - Accuracy +6%
    • (43) Luck of the Gambler - Defense/Endurance
    Level 44: Power Burst
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    • (46) Thunderstrike - Accuracy/Damage
    Level 47: Link Minds
    • (A) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Recharge Speed
    Level 49: World of Confusion
    • (A) Confuse Duration IO
    • (50) Confuse Duration IO
    • (50) Accuracy IO
    • (50) Accuracy IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run
  8. I think I'll try psi first (haven't levelled the build yet). Maybe respec later to see if fire is better, than respec back. I see myself really getting into mental/nrg/psi
    Also, notice on the build below, that link minds, and powerboost both cap ranged defense. So you can juggle them. Or you can hit them both at once for a surge of defense, 36/37 melee/aoe, and 55 ranged. Helps for defense debuffs. Also, energy/negative is at 51%. So when you're soloing the cysts in mission 2 of ITF, I see good things happening here.
    (A note, it took me maybe 5 or 10 minutes to make this build. I'm sure there are things I'm missing, since I don't know doms that well, and I did it quickly. But if the build looks like this now, let's see what we can do to make it better shall we?)
  9. Another option is psi mastery. Link minds helps the team, and with the build I have, puts me at ranged soft cap. So if I'm getting shot at range by a whole mob, I can pop that to avoid them in time to mez them. And it's up to you what your other power is, but World of Confusion might be a good one. It has a damage aura too, got me killed on my AR blaster alot. But the confuses might make up for the wakeups. And if you play it right, you might be able to fight two mobs simultaneously. AoEs, confuse aura, and holds on the mob you're in. And confuse AoE, on the next mob over. And if you miss, all the aggro from the mob you're in will make sure the next mob just stands there and let you shoot them. Depends on how survivable your dom is, or if you have a team in the mob with you. Interesting to try. I do that on my firekin sometimes. FS the mob I'm in, fireball the next mob.
  10. I like Fire. Fire ball is of course, awesome. Unfortunately, energy has no damage buildup, so you won't get anything from PowerBoost+Fireball. But then again, that probably means you'll want as much damage from that AoE as possibly, so fire is a good choice. If do a PowerBoost-Mass Confusion/TotalDom(which order do you think?)-Fireball-Mass Hypnosis combo, that makes for a pretty good chain. Powerboost to make your mezzes stronger. Hold them to avoid alpha, confuse them to get their attention off you even more, and also get some damage reflected back on the mob. Once you do that, a fireball to get in some good damage. I also got Rise of the Phoenix. Just in case, it's always nice, I love it on all my squishies (Love the squishies I have it on, leave it out if there are good reasons). Also, if you take it as your last power, you can four slot it, which is perfect for eradication for a little bit of defense bonuses, as well as slotting for some accuracy so the mobs get hit more by the rez stun so you don't die. Voila, perfect epic in my opinion. Take this post with a grain of salt. I'm just basing what I say on looking at the stats of my build and reading the guides. There are really good ones on the main dominator discussion page.
  11. Elimist

    Solo the Posi TF

    Hmm yeah. One thing I noticed about CoH is how civil the community is in-game. For the most part. The hecklers must spend most of their time on the forums.
  12. Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stack Deck Harpy: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Mesmerize
    • (A) Accuracy IO
    Level 1: Power Bolt
    • (A) Thunderstrike - Accuracy/Damage/Endurance
    • (39) Thunderstrike - Accuracy/Damage
    • (43) Thunderstrike - Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Recharge
    Level 2: Dominate
    • (A) Lockdown - Chance for +2 Mag Hold
    • (3) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (3) Lockdown - Accuracy/Hold
    • (5) Lockdown - Accuracy/Recharge
    • (5) Lockdown - Endurance/Recharge/Hold
    • (34) Lockdown - Recharge/Hold
    Level 4: Power Push
    • (A) Thunderstrike - Accuracy/Damage
    • (37) Thunderstrike - Damage/Recharge
    • (39) Thunderstrike - Accuracy/Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (40) Thunderstrike - Damage/Endurance/Recharge
    Level 6: Confuse
    • (A) Malaise's Illusions - Endurance/Confused
    • (7) Malaise's Illusions - Accuracy/Recharge
    • (7) Malaise's Illusions - Accuracy/Endurance
    • (9) Malaise's Illusions - Confused/Range
    • (9) Malaise's Illusions - Accuracy/Confused/Recharge
    • (11) Malaise's Illusions - Chance of Damage(Psionic)
    Level 8: Mass Hypnosis
    • (A) Fortunata Hypnosis - Chance for Placate
    • (13) Fortunata Hypnosis - Sleep
    • (15) Fortunata Hypnosis - Sleep/Recharge
    • (15) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (19) Fortunata Hypnosis - Accuracy/Recharge
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 12: Hurdle
    • (A) Empty
    Level 14: Super Speed
    • (A) Empty
    Level 16: Power Boost
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Total Domination
    • (A) Lockdown - Chance for +2 Mag Hold
    • (19) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (21) Lockdown - Accuracy/Hold
    • (21) Lockdown - Accuracy/Recharge
    • (23) Lockdown - Recharge/Hold
    • (23) Lockdown - Endurance/Recharge/Hold
    Level 20: Health
    • (A) Miracle - +Recovery
    Level 22: Stamina
    • (A) Performance Shifter - Chance for +End
    • (31) Performance Shifter - EndMod
    • (31) Endurance Modification IO
    Level 24: Whirling Hands
    • (A) Armageddon - Damage
    • (25) Armageddon - Damage/Recharge
    • (25) Armageddon - Accuracy/Damage/Recharge
    • (29) Armageddon - Accuracy/Recharge
    • (31) Armageddon - Damage/Endurance
    Level 26: Terrify
    • (A) Nightmare - Accuracy/Recharge
    • (27) Nightmare - Fear/Range
    • (27) Nightmare - Accuracy/Fear/Recharge
    • (29) Nightmare - Accuracy/Fear
    Level 28: Total Focus
    • (A) Touch of Death - Accuracy/Damage
    • (36) Touch of Death - Damage/Endurance
    • (36) Touch of Death - Damage/Recharge
    • (36) Touch of Death - Accuracy/Damage/Endurance
    • (37) Touch of Death - Damage/Endurance/Recharge
    • (37) Touch of Death - Chance of Damage(Negative)
    Level 30: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 32: Mass Confusion
    • (A) Coercive Persuasion - Confused
    • (33) Coercive Persuasion - Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Recharge
    • (34) Coercive Persuasion - Confused/Endurance
    • (34) Coercive Persuasion - Contagious Confusion
    Level 35: Kick
    • (A) Empty
    Level 38: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (39) Steadfast Protection - Resistance/+Def 3%
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Shield Wall - +Res (Teleportation), +3% Res (All)
    • (42) Luck of the Gambler - Defense
    • (42) Kismet - Accuracy +6%
    • (43) Luck of the Gambler - Defense/Endurance
    Level 44: Power Burst
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    • (46) Thunderstrike - Accuracy/Damage
    Level 47: Fire Ball
    • (A) Ragnarok - Damage
    • (48) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Accuracy/Recharge
    • (50) Ragnarok - Damage/Endurance
    Level 49: Rise of the Phoenix
    • (A) Eradication - Accuracy/Recharge
    • (50) Eradication - Accuracy/Damage/Recharge
    • (50) Eradication - Damage/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run
  13. I'm really liking the looks of this. Was originally going to be a controller, but I saw that Dom's have blaster primaries for secondaries (don't use villains much). Got hover for staying out of reach. Think I'd like to keep it, and maybe fit fly in after i19. I've got 6 attacks fully slotted, including a PBaoe, a targeted AoE (fireball), and a few good melees with knockback for mitigation. I know energy isn't the best, but hey, Dom's aren't scrappers anyway. Just making a team player with survivability. This build is rough, and I haven't messed with it much, but the ranged defense is pretty high, considering how control-heavy mental seems to be. I can't see any other powers I'd need aside from a few defense pools, I.E. maneuvers/stealth, for the bonuses themselves, and for mules. But I really don't see this toon needing that much recharge anyway. With 6 attacks, an AoE confuse and fear, and decent defense, I should be fine. And the occasional boss can get hit with my single target controls. And if all else fails, I've got rise. Slotted for some accuracy, so the stun hits more of the mob, and with a defense bonus in the set to boot. I might not need that much endurance. That'll be something I have to test out. Terrify isn't very well slotted, but I figure, it's just a last ditch power anyway for the occasional boss headed my way. It'd be nice to have it a bit more slotted, but it won't hurt. All in all, alot of attacks, alot of controls, decent recharge, and okay defense.

    -Changes. Just did some research, and I know a few things I should change. Switching power push with bonesmasher. Getting rid of Whirling Hands entirely. Tough will only be for the defense proc, since the resist will still be so low as not to matter. This power will not be toggled. I'll probably get combat jumping instead of weave, and pick up combat jumping as well. Either that, or I'll pick up fly. Either way, I'll have a good travel for redside. For health, I'll only worry about recovery procs. Mez will only have two slots, accuracy IOs. I'd like some more recharge after all, since I'd like to get Dom up as often as possible. So I'll fit some more lucks in. With these changes, I should have maybe a half dozen more slots to work with. I'll rework the build after my shower but figured I'd post this before anyone critiqued the build.
  14. So far, Kinrad's build has better defenses, and has more bubble powers, support for a team. But he's also missing Repair. Might be the better build, and I'd like to fit detention field in there.
  15. Elimist

    My old emp/psi

    Thanks for the tips. And yeah, this is a toon I had back when I was a n00b. Invis fit with my RP. But I can live without it, might change it up some.
  16. Oh, another factor. Survivable solo. A blaster you've got set up to wipe out everything doesn't count I think, if you absolutely have to have a tank to back him up. The team play thing is all well and good. But I count the best toons as the ones that can split up for speed TF's and take out their own objectives.
  17. I kind of basically count a few factors. One kind: Farmers. Another: Survives anything/Can do just about any TF without dying. Another: The ones that have alot of awesome "tricks". Like Ill/rad. You can use it for master runs because of it's awesome ability to avoid aggro. @Dragons has an ill/rad he takes on master runs. Awesome. I figure, if you'd got a toon that people say, "Hey, we're trying to make an all star team, grab Ricky Rat (my personal favorite 'ubertoon')" It counts for what my definition of uber is. I actually don't even count my firekin, because it draws too much aggro and dies on TF's alot.
  18. The names of mace's powers make me smile.
  19. What have you found to be the "Uber sets"? Not just really cool, but the ones that are almost unfair? Firekin obviously makes the cut. I haven't finished my Ill/Rad, but I've seen them do awesome things. Just a fun thread to throw out what you guys have found to be the amazing sets. I've heard traps/sonic defenders can become AV soloers, anyone coroborate (misspelled?) this? So far, my favorite toon is the DM/SR scrapper. AoE is not the best, but he can survive any mob that decides to get in his face, and his single target damage is awesome. Great AV/EB/Boss fighter. Love it.
  20. Elimist

    Bubble/Sonic

    Wow, some people take everything so seriously. For real, I said it was a joke. I guess I'll keep the jokes on Triumph, "Where everybody knows your name"
  21. Haven't seen much about mace as a secondary. Any good? Got an old WP/Mace tank from when I first started playing. Decided to dust him off. Pooh the Bear. If you've got a build, or anything to say at all really, feel free.
  22. Elimist

    Bubble/Sonic

    Also, I noticed this build seems a bit toggle heavy, and defenders seem to run out of end fairly easily. You sure the +end isn't necessary?
  23. Elimist

    Bubble/Sonic

    A) Thanks for the advice, it'll be helpful. Been wanting to try a sonic.
    B) What's that about 4 ff defenders? You kinda lost me. I only have 1. I have a bots/ff Mastermind as well. And I have a few defenders on my posts. But nah, just the one FF def.
    C) Lol, detention field isn't really for grief purposes, although it is hilarious. I got it for the above-mentioned reasons. Although I really did get Tam with it. Heh, but only friends, and only rarely enough to keep it funny.
    Thanks for the advice all.
  24. Elimist

    Solo the Posi TF

    Wow, this thread turned into a total burn.
    A) I didn't make the build, and haven't tweaked it at all
    B) I have a 50 build for the toon
    C) I was just throwing it up here to see if anyone had the interest to take a look. I could figure it all out myself, but have other priorities
    D) The reference to my other post was mostly a joke. I got Containtment Field to use for a few certain instances, like bubbling healing nictus and such. If I joke around with someone and bubble their target, it's probably because it's a global I play with often, and it's just a little ribbing (Which Tamaki is, and it was). I'd appreciate not being shunned for that.

    So uh, if you're one of the helpful advisers, thanks for taking a look.
    If you're one of the "You should be ashame of yourself for posting this"
    or "It ain't rocket surgery" types, let's try to keep things civil shall we?
  25. [QUOTE=Snow Globe I got the badge, with @Sayaki, @Elimist, @Azile, @Mintmiki, @Leo Yo-sha, @Maya Redhand, and @Cold Pizza.

    I'm willing to run again to help you out. I could bring another character to get the badge. [/QUOTE]

    Elimist <--- Takes a bow. After many attempts, we finally got it. And it was an all star cast, thanks for the recognition. Was a great TF. We need to do MLGTF soon. Gotta go to monster island and farm a bit.