EricHough

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  1. Quote:
    Originally Posted by Exxar View Post
    Besides those three, I always skip the malta defector one you mentioned, and sometimes the one with maelstrom.
    This one isn't as bad as it used to be, they fixed the spawns so that maelstrom spawns right near entrance and then the other goals that trigger off his first defeat spawn in order along the map in front of you. Previously they would spawn in totally random locations, sometimes spawning behind you in areas you had already explored.

    Plus, Maelstrom always spawns with at least 1 malta near him, so you can spot him that way.
  2. I will definitely continue to bring Midnight Astral to these - the respec trial was fun.
  3. Poison gas trap + Lockdown chance for hold proc will solve a lot of your problems. My fire/traps corruptor has it in his PGT and he gets bosses pretty frequently and Lt's/minions get locked down for quite a while. Also, use caltrops sparingly - I use them for area denial more than a slow - throw them on the far side of the group you are fighting, towards the new groups and that will make them run the OTHER way.

    The problem with caltrops is the patch isn't that huge and the slow is iffy - depending on map geometry many NPC's can jump out of it far more easily than they should but if you throw it where you don't want them to go, then hit them with ice storm you will drive them back into your group. You should be stealthing into the middle of the group or slightly on the far side, dropping PGT + acid mortar, then throwing out your AoE attacks and caltrops as needed.
  4. I have run fast morality missions on the following chars:

    Bane spider (mace stalker style)
    Night widow
    Electric/Shield Scrapper
    ss/fire brute
    shield/ss tank
    archery/devices blaster
    km/ninjitsu stalker

    In each case the real key is to get familiar with the morality missions and pick the right ones. Avoid missions with escorts out (and there are some where you have to escort up to 3 npcs out), look for mission with simple kill end boss or click the glowie goals.

    After that strategy depends on the character. In the case of my shield scrappers I turn off AOO to avoid extra aggro and just run though to the mission goals (softcapped). My blaster, stalker and my 2 veats both have stealth, so they stealth through to the goals. My tanker sometime times does the same as the scrappers and sometimes just kills everything in the way as does my brute.

    Exxar is right about getting tips, it can take more time than some of the tip missions. Although as long as you are sufficiently high enough level even 1 fast cycling AoE attack is enough. Blueside head to Dark Astoria and kill groups of banished pantheon, redside head to sharkhead and go to the north end of the potters field - there are large groups of CoT and freaks there that respawn fairly quickly.
  5. Quote:
    Originally Posted by JayboH View Post
    Keys to using Leadership:

    Different archetypes get different bonuses from the powers. Defenders get the most out of them.

    They are endurance hogs - slotting two end cost is good for regular builds while leveling before anything else.
    They are end hogs compared to other toggles - but end reduction is extremely inefficient in most toggle powers, its not worth wasting the extra slots just to get more after the base slot. You are FAR better off putting any extra slots you may have in an attack or other power and using that for end reduction in some way.

    Assault doesn't need anything more than the base slot with an end red. Tactics and maneuvers can use extra slots for to hit buf/def buff respectively or can be frankenslotted very effectively to boost both end reduction and to hit/def. They also take some decent IO's if you are looking for set bonuses.

    Tactics can take adjusted targetting for acc and recharge bonuses or Gaussian's for 2.5% def to all positions, although that takes 6 slots. Manuevers can take red fortune for recharge(5%) and ranged def or can be used for an LoTG +recharge. It can also take a karma -KB IO if you don't have anywhere else to put them.

    If you want to go all the way with leadership, Vengeance is also a nice LoTG +recharge mule.

    However, while leveling enhancement slots tend to be very valuable - you almost never have enough until the high 30's/low 40's (and sometimes not even then:-). So unless you are pushing for a def cap using maneuvers or are on a defender, who gets so much its almost worth slotting extra, sticking with the base slot in all leadership toggles is probably best for a while.
  6. EricHough

    Best ST dom set

    */Fire is a good all around set - it has a great single target ranged chain (flares, fire blast, blaze) and the best cone that dom's get. However, I think earth assault takes the single target damage crown - stone mallet + heavy mallet + seismic smash makes for insane single target damage and seismic stacks a mag 3 hold on top of that.

    Mind is pretty much the best single target control set that dominators get. Mesmerize will hold bosses in a single shot even when domination is down (3.5 mag sleep) and confuse is great long term control, since a dominator doesn't have to worry about containment like a mind controller would. Domination is a fairly standard single target hold but between the 3 you have a lot of control. Mind can also leverage good AE control if you get enough recharge - a perma-dom Mind will be able to alternate Mass confusion and Total Domination on every 2 out of 3 spawns for complete lockdown.

    Plant is also a good alternative to mind. It doesn't have all the single target controls but seeds of confusion is easy to get up every spawn and is a very long control out of the box. You can also leverage carrion creepers for AoE damage so you don't have to be ALL single target.
  7. EricHough

    ranged dominator

    Energy Assault is has a pretty solid ranged attack chain now as well, although you are missing out on some of its best attacks if you avoid melee. But power push + power blast + power burst make for a solid, hard hitting ranged attack chain.
  8. Proc's in power, whether procs from IO's or from incarnate powers, make a check to go off then the power is activated or makes an attack roll. Usually this is the same thing, so in almost all cases you are going to get 1 check for the interface proc.

    Offensive toggle powers and psuedo pet powers are a special case. Offensive toggles are either only activated once at all and/or make multiple attack rolls every few seconds so if they worked as a normal attack procs would never fire off for the offensive toggles that are auto hit or don't actually make attack rolls (like acrtic air) or they would fire off way to often for toggles that tick every couple of seconds (all damage aura's). So there is special coding so that these check for proc activation every 10 seconds (as well as once on initial activation of the toggle/psuedo pet)

    Psuedo pets such as Rain of Fire, Sleet or freezing rain are another special case and are often confused with DoT's as they appear to have multiple ticks just like a DoT. However, a true DoT such as gloom only makes one attack roll and RoF and its kin make an attack roll for each DoT. So the same code used by toggles was enabled for psuedo pets to make sure they only checked for proc firing on the first attack and then once every 10 seconds after that. There was a period of time after the last 4 incarnate slots where released when psuedo pets and toggles fired off the interface proc on every single attack roll, which made them insane, but that was fixed a while ago.
  9. I have found that the most defenderish build is a Bane Huntsman. I say this because I went with a huntsman build in place of an assault rifle/traps corruptor when I was looking for a gunman type character and found it to work extremely well.

    The huntsman build generally has double maneuvers, double assault and tactics for +20% def, +30% damage and +15% to hit to all in group. Then it can stack venom grenade + surveillance for up to 40% def debuff on a hard target and 20% to all other targets and if you want to add in more debuffing you can take arctic breath from the leviathan mastery pool you can add another 15% resistance debuff.

    All that, plus a solid attack chain using the fast activating attacks in the base soldier tree and the ability to softcap yourself to all positions makes for a very tough character that buffs the group, debuffs the enemies and can still dish out impressive damage.

    Here is the build my hunstman is currently using - I dropped frag grenade a while back in favor of the two cone attacks from leviathan mastery - while those cones are a little slow animating, arctic breath gives you extra resistance debuff and bile spray gets double the debuf from venom grenade as it does toxic damage:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Midnight Renegade: Level 50 Natural Arachnos Soldier
    Primary Power Set: Arachnos Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
    Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Combat Training: Defensive -- Krma-ResKB(A), LkGmblr-Rchg+(13), DefBuff-I(13)
    Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Immob(19)
    Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), Achilles-ResDeb%(23)
    Level 10: Tactical Training: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(27), RedFtn-Def(27)
    Level 12: Venom Grenade -- Det'tn-Dmg/Rchg(A), Det'tn-Dmg/EndRdx(29), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Acc/Dmg(31), RechRdx-I(31)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Super Jump -- Jump-I(A)
    Level 20: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(33)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- DefBuff-I(A), DefBuff-I(34), LkGmblr-Rchg+(34)
    Level 26: Maneuvers -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(36), LkGmblr-Rchg+(36)
    Level 28: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(36), AnWeak-Acc/Rchg(37), AnWeak-DefDeb/EndRdx/Rchg(37)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(37), RzDz-Acc/EndRdx(39), RzDz-Stun/Rng(39), RzDz-Acc/Stun/Rchg(39), RzDz-Immob%(40)
    Level 35: Tough -- ResDam-I(A), ResDam-I(40), EndRdx-I(40), S'fstPrt-ResKB(42)
    Level 38: Weave -- DefBuff-I(A), DefBuff-I(42), EndRdx-I(42), LkGmblr-Rchg+(43)
    Level 41: School of Sharks -- Acc-I(A)
    Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Recall Friend -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(43), Mrcl-Rcvry+(43)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46), P'Shift-End%(48)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------



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  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    Rad is lucky in that it doesn't really need to actually do much.

    Generally if a team is moving so fast that the majority of my Fire/Rad's debuffs are not worth casting - I'll usually pop EF on a Boss or EB and then just shoot the hell out of stuff.

    For longer duration fights or situations where I'm alone (like lambda split phase) I can drop both toggles, LR the entire spawn and then go to town with RoF, Fireball and my ST attacks.

    That's the strength of Rad, it's gives a ton of "free time" to just go on offense, which is my preferred style of play.
    Deus has a good point - I have played both a rad and a traps on fairly fast moving content (speed STF's, Trials, etc) and the rad can generally get off EF in each mob and since my rad is an ill/rad with high recharge (200%) EF is up again seconds after the anchor drops and my heal is up pretty often as well.

    My traps can't get much off during the fast moving phases of trials/TFs - but he also has FFG up constantly providing mez protection and extra def and during the AV fights can get out a huge stack of poison traps and acid mortars - I generally have 2 up and sometimes 3. He also gets a lot of use out of seeker drones during the lambda's glowie hunt phase - taking the alpha from the group around the glowies helps a lot. Acid mortar is also a bit nicer than EF during that phase - EF pulls aggro to my controller, which is painfull unless the brutes/tanks in my group are good at taunting but acid mortar pulls aggro towards itself. The trick with traps is to lay down just enough, then get back to blasting.

    Overall, both sets are going to suffer from the problem any support set does on a speedy steamrolling team - it takes time to rollout debuffs and when the mobs are dead inside 3 seconds, you don't have it. But neither set is going to suck, you just have to figure out the playstyle that benefits you.
  11. Quote:
    Originally Posted by Venture View Post
    I don't want to see a TF below level 45 ever as the WST.
    Why - now that you can get shard drops anywhere there is no reason to ONLY run L45+ stuff. As someone who plays a lot of alts, I personally think ALL the WST's should be lower level. There are plenty of reasons to run the 45+ stuff these days, its hard to get folks to run the other TF's when you need a synapse or sister psyche for your TFC badge or want to work on your new low 30's scrapper and everyone else is running trials or the Tin Mage TF, or yet another LGTF, STF or Khan.

    EDIT: Removed unneeded snarkiness (gotta rememeber not to post when my blood sugar is low :-)
  12. Quote:
    Originally Posted by EmperorSteele View Post
    I think you have to check something off for the "data link" to actually work. I tried clicking it and got nothing.

    Good point about Confuse. Now that I -really- think about it, I'm in the same camp. By the time I'm using it, agro isn't a problem. Hmm...

    Anyway, hopefully someone else comes in here and offers their two cents. it'd be nice to get a consensus before you dedicate yourself to a specific direction, right? =)
    If you 'preview' your post after pasting in the data link the board software screws up the data link somehow. It only works if you hit submit reply right after pasting in the data link.
  13. I build pretty much all my dominators for perma-dom by the early/late 30's. Exactly how you do it depends on your primary/secondary and power choices, but some things are pretty common through all my builds:

    LoTG +Recharge (7.5% global) - I generally slot up at least 4 of these by 30. Stealth, invisibility, grant invisibility and either combat jumping or hover. You could fit in a 5th if you took both CJ and hover, although that might be to many throwaway powers.

    6.25% global recharge bonuses: These are usually easy to get on dom's - decimation in ranged attacks, positrons blast in cones. You can also use the following sets depending on your primary:

    Malaise's Illusion (confuse)
    Stupify(stun)
    Call of the Sandman (sleep)
    Glimpse of the abyss (fear)
    Call to Arms/Expedient re-inforcement (pets)

    5% Global Recharge bonuses: You can get these from crushing impact for melee attacks and Obliteration for PBAoE attacks - I also sometimes can fit in a doctored wounds set in heal other/heal self or something like spirit tree for plant dom's, although its hard to get enough free slots to use them on less usefull powers this early in the build.

    7.5% global recharge bonuses: Any dom can generally slot 2 Gaze of the Basilisk sets for 2 more 7.5% bonuses on top of the LoTG. Later in builds I sometimes squeeze in a sting of the manticore or kinetic crash - but again, that's a lot of slots on what is basically going to be a throw away power for global bonuses, so fitting them in before the 40's is rare.

    The real trick prior to the late 30's/early 40's is having enough slots to fit in the sets that take 5-6 IO's for the global recharge bonus without crippling your build by slotting kinetic crash sets in attack powers or something similar. Assuming you can fit in 5 6.25% bonuses, 4 LoTG recharges and 2 GoTB sets, that gives you (5 x 6.25) + (6 x 7.5) = 76.5% global recharge, which puts you just at perma-dom. You will be slightly over, as 70% is barely perma-dom, but things are really not comfortable until about 90% - before that you have to queue up domination/hasten as soon as they recharge and can't afford any -recharge debuffs.
  14. Quote:
    Originally Posted by Amy_Amp View Post
    Dom: I'll go slightly off path and say Plant/fire/ice. Since you already have a Fire controller, I figured going with the second best AoE primary would work.
    I will second Amy's suggestion of a plant/fire dom but will suggest going plant/fire/fire instead - the damage boost from embrace of fire will boost the attacks in fire mastery and its a BIG boost - which is up pretty often on a high recharge dominator. My plant/fire/fire dom has it down to a 50 second recharge - with a 30 second duration thats better than 60% uptime on an 85% damage boost. Seeds + roots (to lock things in place) + RoF + Fireball will produce impressively huge numbers and carrion creepers is just icing on the cake. While ice mastery will be better for groups, since the debuff in sleet helps all damage, solo you are probably better off with fire mastery.
  15. Quote:
    Originally Posted by Iron_General View Post
    Woo! that "Avoids the Green Stuff" badge is brutal!

    Master of Keyes Island earned!

    Thanks to Kidengineer, Elric, Vega, Nomme, Tsuki, Rollo, Sooner, Frosty, Vyx, and T! Awesome team!
    Congrats folks - glad to hear that someone could do it.
  16. Quote:
    Originally Posted by Comicsluvr View Post
    I'm thinking of starting up a Plant/Thorn Dom but looking at Mids I have a problem: There are SO many nice powers and not enough slots!

    I'm not looking for some mega-billions Inf build laced with Purple Recipes or anything like that but I do want the character to be fun and effective and I'm not shy about spend some cash to get there.

    Are there any Powers that aren't as good as they look on paper or things that I can trim slots on?

    Thanks in advance.
    Here is a possible build:

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    118.5% global recharge without hasten but I also didn't bother to try for any def, which some folks like - I figure on a plant dom everything should be confused, held or dead so def is a waste. If you want perma-dom without hasten you could slot another purple set - replacing entangle with roots and putting a gravitational anchor in it would put you at 122.5% global which means you would have perma-dom without hasten.

    The only purple set I used was the coercive persuasion set in seeds and thats because its usually fairly cheap (relatively speaking). You could replace it with a Malaise's Illusion set and drop the decimation set in entangle and replace it with a enfeebled operation, it would cost you about 5% recharge but would be a bit cheaper.

    Other notes - I skipped impale because it is a very slow activating attack, although I do love the wind up. You will probably want to take it as you level up but once you have ripper + thorn barrage you should have a solid attack chain without it. I skipped thorntrops because its basically useless.

    I took Entangle because I had an open power selection and single target immobilizes are very usefull against EB's/AV's - plus it takes a decimation set, which let me hit the cap on 6.25% recharge bonuses. You could replace entangle with roots if you want the AE immob and slot a positrons blast set in it for the same bonus.

    Slotting on Carrion Creepers - they are hard to slot because a lot of the IO sets they take do NOT benefit all their powers. At L50 your best bet is what I put in them - nucleolus exposure to cap acc/dam, common recharge IO's to cap recharge and a posi blast proc because all attacks have a chance to proc it. If you can't get the hami'os then slot more common IO's - 1 L50 accuracy and 2 L50 damage.

    If you use reward merits and alignment merits for the LoTG +recharge IO's and the Numina's unique, most of the cost in this build will be for the 2 obliteration sets and the nucleolus exposure hami-o's, with the decimation sets a secondary cost. Crushing impact and Doctored Wounds sets are fairly cheap
  17. Quote:
    Originally Posted by Beelzy View Post
    Just a note. -ToHit is not equivalent to defense.

    At lower levels yes, but at higher levels you have to multiply by the resistance modifier...

    Therefore, a boss with 30% dark resistance would see 10% -ToHit as 7% -ToHit
    No - it doesn't work that way. Damage resistance is not used to resist to hit debuffs. The only thing that resists to hit debuffs are level differences and EB/AV debuff resistance.
  18. You check for scourge when you do a to hit check on a damaging power, so powers that do multiple to hit checks like rain of arrows/fire, ice storm and blizzard will check multiple times because they are not true DoTs - they are psuedo-pets that attack multiple times. A true dot, like most of dark blasts attacks only check to hit once and so only gets one scourge check. Hail of bullets is another true DoT - it looks a lot like ice storm but it only does a true to hit check once on each target, once a target is hit then it is affected by a DoT that my not fire all ticks but as each tick has fixed chance to go off you are not doing to hit checks, its more like a proc check at that point.

    The trade off on powers like rain of arrows/fire is that each time it scourges you only double the damage on that single tick - so RoF will do 1.76 x 2 x (damage enhancements) each time is scourges and RoA will do 46.5 x 2 x (damage enhancements) where a true DoT will get its full damage doubled if it scourges. That steers the multiple scourging powers towards doing more average damage in exchange for a better chance of actually scourging.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    0.0

    This just occurred to me. If the bolded part is true, then getting mezzed will shut off your mez protection.

    That's how they avoided breaking the cottage rule on that power.

    Entropic Shield becomes Entropic Aura and gains a recharge boost and taunt effect. As far as I am aware though, it is still your mez protection as well.

    Unless taunt is not considered an enemy affecting effect for the purposes of the shutdown mechanic, that could be very problematic indeed.
    Both invincibility and evasion on brutes have taunt auras and I can't remember ever having them shut down. I don't specifically remember my claws/sr brute ever being mezzed (although he probably has been) but I know that my dm/inv brute has been sequestered during BAF's at least once and I have never had to retoggle invincibility.
  20. Quote:
    Originally Posted by BeornAgain View Post
    Um, not to be a naysayer or anything, but these god-like SS/FA Brute builds y'all have... Would any of you consider posting one just so I know what I'm in for?
    Well, I have never actually tried soloing an ITF with her, master run or not, but here is my SS/Fire brute's build which has turned out to be pretty solid in trials, group ITF's and STF's:

    Code:
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    This is somewhat of a hybrid build - I managed to get 39% def to S/L and 32% def to melee along with 50% global recharge (not counting hasten). I went with the spiritual core paragon alpha to boost my recharge so I went with the energy mastery pool for superior conditioning and physical perfection. It means i don't have the extra AE many brutes pick up by going mu for ball lightning + fences or even pyre if you want fireball, but I find my damage output sufficient.

    Its not a cheap build by any means but it isn't super expensive either - my only purple is an Armageddon fire damage proc and that was a lucky drop, I picked up all the LoTG +recharges and other unique IO's with alignment merits. The really expensive stuff is the kinetic combat IO's - and I ended up buying a bunch of those with alingment merits as well, the triples tend to cost as much as an LoTG +recharge does on the market.
  21. Quote:
    Originally Posted by Doc_Reverend View Post
    I play an elec/earth dominator, and I'm trying to decide on which Interface power to take. I've been looking at Gravitic's -recovery debuff and thinking it might help improve my drains even more. How good is Gravitic and the -recovery debuff on elec control?
    For full info check out paragon wiki's list of all the interface abilities (http://wiki.cohtitan.com/wiki/Interface_Slot_Abilities)

    As for gravitic, the recovery debuff is 10%, it has at best a 50% chance to go off per attack power and you can stack up to 4 of them, so the best you will get is 40% recover debuff - which isn't all that much. It will probably help but it isn't huge.

    My favorite interface if you don't want to go with the reactive (and you won't on an electric dom, since the dot will break your sleep) is the dimagnetic total radial conversion - it gives your attacks a 100% chance to inflict a 15% regen debuff and its only a rare, which is a lot easier to craft than a very rare. Other sources of -regen are hard to get, so even 60% (the max you could stack) is nice.
  22. EricHough

    Poison

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Well, 8ft radius on the -Defense. I guess we have to wait to see the radius and values of the revised Poison.

    I do consider /Trick Arrow an excellent secondary for Mind Control in any case.
    The only drawback to mind/ta is the damage on acid arrow - its annoying because its so minor that its not worth mentioning, but it breaks sleeps/fears. Poison shouldn't even have that minor drawback.
  23. Quote:
    Originally Posted by Sooner View Post
    I want an energy melee scrapper and I want it NAO!
    I used to want that but have come to be mostly content with kinetic melee - mind you, I wouldn't mind having the option to replace the air bending type animations with more straight forward punches - but I think mechanically the set is better off than energy melee.
  24. Quote:
    Originally Posted by Computer View Post
    Thats not what it looks like to me though.

    I can't remember who said it, but someone once stated a good rule of thumb concerning the Cottage Rule. Basically, it was 'If you changed the power in a way that you could no longer slot the same Invention sets in it, you've gone too far.' Which I thought described the whole 'don't change the core of the power' nicely.

    Why couldn't Repulse's magnitude be lowered so it did Knockdown? Why couldn't it be changed to do Knock Up? Without knowing the reason behind the change I don't know, however in this case it seems like there are less drastic changes that could have been made that stayed within the boundaries of how I see the Cottage Rule.




    That depends on what you interpret the Cottage Rule to mean. If that term had never been coined, the general idea that Developers would be crazy if they changed a powerset or power completely would still be there (One way to interpret the Cottage Rule) regardless.

    On the other hand, the way I interpret the situation above means I think the Cottage Rule has been 'thrown out' for Repulse because of the changes to the Knockback of the power.

    Either way...Set your sights on Dimension Shift developers!
    Here is a link to a post where Aracanaville summed up the 'list' of guidelines to which I was refering and where she points out how calling it the 'cottage' rule is incorrect:

    http://boards.cityofheroes.com/showp...&postcount=113
  25. Quote:
    Originally Posted by Computer View Post
    That isn't the point though. Whether or not the Cottage rule is in play could have some serious ramifications for other sets.

    Come to think of it, the changes to Poison's Poison Trap said in this thread is another example of this.

    Also, I kinda liked Repulse

    The cottage rule is not some unbreakable fact of nature - it is, as Arcanaville has pointed out in many threads discussing it, a forum name for a list of guidelines the dev's follow when changing a power. The guidelines are there to keep changes from being so drastic that they force respec's or dissapoint a large number of folks - but they CAN get to that point if the dev team feels the power/power set has enough problems to warrant that level of change. It sounds like they have with repulse in stalker EA.

    There will pretty much never be a point at which the "cottage rule" guidelines are thrown out completely - even the change you mentioned to poison trap is not outside the guidelines - the power will still do ALL the things it did before, it just does one of them better now (the hold). Technically, the change to noxious gas could be considered outside the usual "cottage rule" guidelines if it had been made to an already in play set - but since its being made to the newly proliferated corruptor/controller versions then it is not looked at the same way.