Everfree_Fire

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  1. Quote:
    Originally Posted by HelinCarnate View Post
    Just because some things seem a bit out of place ( how did Imperius get a cell phone?) does not mean that the rest of the game has to be, or even should be the same way.
    Talk to the midnighter at the entrance to Cimerora. He does tell you.
  2. Simple help with traps. Drop Detonate, get PGT and Trip Mine, if only one PGT. Take it at 20 if possible.

    Also, helps if we can have a better idea of your build. I have a bots/traps planned that seems pretty survivable, but when I tried soloing an AV (at 43, mind) I failed miserably, so I know I'm not quite there yet.
  3. Quote:
    Originally Posted by OminousVoice View Post
    This trick may work in Outbreak and Breakout too, though I haven't tested it.
    It wouldn't work in either Outbreak or Breakout because you don't get your inspirations in an instance. The moment you get then in the two, you get the new mission. The Praetoria one is the only one that would have an instance to reset to try this.
  4. Quote:
    Originally Posted by JayboH View Post
    That disruption power sucks end like mad, but yeah it does sound sweet, now that the shields only need to be clicked once.
    Well aware it does, but I would be more than willing to slot around it just for the fun I would get from it.
  5. Thugs/Sonic MM...Sounds fun...Well, if they fix the AI. The toggle -resist on the bruiser, the toggle knockback on one of the minions (arsonist? XD), more resists, focuses resist debuffs...Just sounds fun.
  6. Not much I can tell right away, but I highly recommend you change the slotting of your demons. No damage, no end reduction on attacks, a useless recharge bonus with a heal...You just need better slotting for it overall.
  7. Well, I haven't done too much with my Thugs/Dark, but I'm having fun planning so far.

    Alpha: Musculature. More damage, plus eventual additional buff to my -to hit skills. Useful.

    Judgement: Whatever? Maybe Fire to join my crazy Arsonist in fun, or Void since it matches slightly better...Though I shouldn't really be in melee range too much, except for bad pet AI.

    Lore: Not really sure. None of them properly mesh well RP-wise, so I'll have to look into what they can do.

    Interface: Make two. Reactive, for obvious reasons, and Diamagnetic, for even more to hit debuffs. Just sounds like too much fun not to try.

    Destiny: Again, have to take a good look at it to decide.
  8. Let's see...

    Thugs/Dark: Bruiser and Arsonist on Aggressive, rest defensive, get close enough for the two to have fun, throw out Fearsome Stare, and just sit back, chasing after the Arsonist as needed. If Dark Servant is recharged, cast him in the middle of the group. He doesn't die very often.

    Bots/Traps: Assault Bot on Aggressive, rest defensive, run into the middle of the group and see if I can toss out a trip mine before the bots mow everything down.

    Mercs/Traps: Commando on aggressive, rest defensive (does the medic heal from passive?) easy spawns have me shooting with Burst, harder ones has ne tossing out what traps seem needed.

    Necro/Dark: Grave Knights on Aggressive, rest defensive, see Thugs/Dark for rest.

    Ninja/Storm: Easiest way I've found is to toss out Freezing Rain then tell my henchmen to take out the harder targets first, then let them run wild. Rarely bother staying in defensive mode.

    Demons/Dark (I like /dark, can't you tell?): Tier 3 and second tier 2 on aggressive (forgot names), rest defensive, repeat normal /dark strategy.

    Most of my other MMs never got to a level where I could work with strategies easily.
  9. I followed some of your advice.

    Mostly I switched out my Alpha for Nerve (being the one I already worked for, this is easy enough), dropped FA for CP, took out a slot from PB, and added two slots to Health, two to Physical perfection, one to FF, and one to Tough. End result looks like this. Not as much health as you were trying to add, I think, but I still think it'd work out okay.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Meyami Kitsuna: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(15), T'Death-Dam%(15)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5), Ksmt-ToHit+(46)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7)
    Level 4: Slash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Dmg/EndRdx(21), Achilles-ResDeb%(27)
    Level 6: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 8: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), GSFC-Build%(34)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(46)
    Level 18: Focus -- Dev'n-Dmg/EndRdx(A), Thundr-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx/Rchg(37), Decim-Build%(37)
    Level 20: Quickness -- Run-I(A)
    Level 22: Weave -- LkGmblr-Rchg+(A), S'dpty-Def/Rchg(23), S'dpty-Def(23), S'dpty-Def/EndRdx(25)
    Level 24: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(25), S'dpty-Def/Rchg(27)
    Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(40), Erad-Dmg(42), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), M'Strk-Dmg/EndRdx(43)
    Level 28: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/Rchg(29)
    Level 30: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(31), S'dpty-Def(31)
    Level 32: Shockwave -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(43), Posi-Dam%(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), FrcFbk-Rechg%(45)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Aid Other -- Empty(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(48)
    Level 47: Aid Self -- IntRdx-I(A), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(48), IntRdx-I(50), Numna-Heal/EndRdx(50)
    Level 49: Elude -- Winter-ResSlow(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(9)
  10. While running through my 50s, planning out their final, i19 compliant builds, it ended up being time to work on my scrapper, and as such, felt it useful to ask for advice.

    What I was aiming for was simple. Survivability through the soft-cap plus Aid Self when needed, and decent-to-good damage output. My build hits the softcap for M/R/AoE, but I'm not sure how much I gutted my attacks to get there, hence why I'm asking.

    Also, at this point, I'm not sure what Incarnate slot would be most useful. Right now, she has the uncommon Nerve for the defence boost (right now, she's not softcapped, and that gets her there) but once she reaches the softcap and switches to this build, Nerve's going to be redundant. Either Musculature or Cardiac will probably be her choice, but I don't know if she has the endurance recovery to offset a decent attack chain.

    I took elude because I like having a "Oh ****" button, plus it takes the Winters Gift Slow resist proc, which, while not much, could help some.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Meyami Kitsuna: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(15), T'Death-Dam%(15)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7)
    Level 4: Slash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Dmg/EndRdx(21), Achilles-ResDeb%(27)
    Level 6: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 8: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), T'Death-Dam%(34)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17)
    Level 18: Focus -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx/Rchg(37), Decim-Build%(37)
    Level 20: Quickness -- Run-I(A)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), S'dpty-Def(23), S'dpty-Def/EndRdx(25)
    Level 24: Agile -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(27)
    Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(40), Erad-Dmg(42), Sciroc-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Dmg/EndRdx(43)
    Level 28: Dodge -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
    Level 30: Lucky -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
    Level 32: Shockwave -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(43), Posi-Dam%(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), FrcFbk-Rechg%(45)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Aid Other -- Empty(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 44: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(48)
    Level 47: Aid Self -- IntRdx-I(A), IntRdx-I(50), Numna-Heal/EndRdx(50)
    Level 49: Elude -- Winter-ResSlow(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(9)



    Any help would be appreciated.
  11. Because I seem to be a glutton for punishment and like trying to find new dominators that aren't Fire/Fire to play, I've worked towards a new character (with a backstory, that helps them survive just a little longer before the deletion block), the mentioned Earth/Earth dom.

    Now, previous exercises in this made it clear that I'm not very good at building them, so I ask people here to see if there's anything I can to do make this build better.

    The first thing I note is that Hasten isn't permanent yet. I'm just above 2 seconds off, but I don't know how to grab that short of purples.

    Second, the boxing/tough.weave combination was there mainly for being able to slot the LotG recharge proc, plus having some additional defense, since I would be spending most of my time in melee (at least that's something I learned from one of my last builds). Switching them out is okay, but keeping that LotG is needed. Maneuvers would work, I suppose, but I'm not sure how well, or if keeping Tough would be worthwhile and what to switch it with.

    Third, the Epic Power Pool. I really didn't have any plans for this, just went with the one that had a defense shield, and took the powers that made sense, but the slots just seem rather...Bad, to me. Maybe I could do something better, I don't know. I'll keep poking at it.

    Oh, I went with the Musculature Alpha slot just because it seemed to be the one that meshed best with the build. I'm sure the Spiritual one would have helped with Perma-hasten, but not much else.

    Now, the build.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Serathyn: Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(17)
    Level 1: Stone Spears -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Decim-Build%(29)
    Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 4: Tremor -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(5), KinCrsh-Rchg/KB(5), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(7), KinCrsh-Acc/Dmg/KB(11)
    Level 6: Quicksand -- P'ngTtl-EndRdx/Rchg/Slow(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Stone Cages -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(21)
    Level 14: Salt Crystals -- CSndmn-EndRdx/Sleep(A), CSndmn-Acc/EndRdx(42), CSndmn-Sleep/Rng(43), CSndmn-Acc/Sleep/Rchg(43), CSndmn-Heal%(43)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(45)
    Level 18: Earthquake -- LdyGrey-DefDeb/Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(23)
    Level 20: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(46)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
    Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Mud Pots -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(36), P'ngTtl-Acc/EndRdx(36)
    Level 38: Fissure -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(42), KinCrsh-Acc/Dmg/KB(45)
    Level 41: Sleet -- Achilles-ResDeb%(A), UndDef-Rchg/EndRdx(46), LdyGrey-DefDeb/Rchg/EndRdx(46), LdyGrey-Rchg/EndRdx(48)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(50), Det'tn-Dmg/EndRdx(50), Det'tn-Dmg/Rchg(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Musculature Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)



    Any and all help would be appreciated.
  12. Quote:
    Originally Posted by magicj View Post
    The thing is, the healers can do everything the FFer can do with their shields plus more. It's not at all difficult for a team of healers to have it so the AVs are doing no damage to the team. I've stood in the debuff clouds on a team of healers while the team took out all four AVs at the same time on the STF and took no damage doing it. In addition to that, they debuffed the AVs and buffed the teams damage.

    FF just can't match that and doesn't contribute anything the team doesn't already have.
    You've wandered from 'healer' to 'buffer/debuffer', you know that. I know you've defined a 'healer' as 'anyone who happens to have a heal' but seriously, in basically all cases, those are going to be buff/debuff sets with heals involved. Just call them what they are.

    Also, using debuffs like that sort of ruins the who basis of the argument, since this is just between FF shields and heals, not FF shields against heals and every other debuff and buff the set has.

    Also, just for laughs, go call all the sets you've defined as 'healers' that in the defender forum.
  13. Way late post, but I see my problem. I was just looking at the numbers shown in the Info panel, which just showed an increase from 51% regen to 51.95%. Looking at the real numbers, there is a huge difference. Thank you for pointing that out to me.
  14. Quote:
    Originally Posted by magicj View Post
    And what's going to happen in actual gameplay is those teams are going to get healers to handle the problem, not FFers.
    I know this isn't quite along the lines of the conversation, but I have to point out something on this one.

    Let's say, in this hypothetical situation, we have both a 'healer' and a FFer, and the team (full 8 person team in case this isn't a TF/SF) is still getting curbstomped by the last mission in the LRSF. Clearly, getting another healer is NOT an option. (seriously, who would stop a LRSF just to change a toon for a healer?)

    Now, the only real options are inspiration runs. What do most people stock up on? Do you tell your team to grab a whole bunch of greens to heal back the damage? I certainly wouldn't listen. I stock up on purples, oranges, and maybe a row of greens for the lucky shots that get through.

    Now, this doesn't really fall under the "Heals versus shields" argument, but it follows the same ideas.
  15. Okay, so I'll think about deciding on which one to take, cages or Prison (or maybe drop Salt Crystals for it, I suppose, since I could still keep the 6.25% recharge bonus without losing out on some damage).

    In regards to Air Superiority, I planned on spending most of my time in Melee range. It's just how I intended on playing the toon. If it turns out that, after I hit 50 and get everything slotted, I can't survive in melee long (or if they add a ranged attack to the Pool powers), I'll rethink how I play her, but right now it just seems more efficient damage-wise to be in melee to take advantage of what I can get.
  16. I built around having the Cardiac Alpha, so no loss there. (I did make some changes to see how things would look with the Musculature instead, but it didn't seem worth the huge changes I would have to deal with.)

    The cage, to me, is (slightly) more useful than something a Break Free and a small yellow can do.

    I commented on the Stone Cages/Prison.

    AS can't take the +6.25% recharge stun set, nor the 7.5% recharge hold set.

    I like the idea of being able to toss out -def stuff regardless, and the more I can throw out, the better.

    I may hijack one of the slots from Animate Stone for the Force Feedback proc (Forgot about the thing, honestly) but I remember my last lookthrough on this someone mentioned that the +def made the Stone that much more survivable.

    Did I miss anything?
  17. Quote:
    Originally Posted by UberRod View Post
    The OP only had on slot in Integration. I always put 3 heals in it as it boosts your regen and if you are /Regen you want to push that as much as possible
    If I recall correctly, I had originally had a number of them, but when I looked at the numbers it didn't seem to do much, so I hijacked the slots.
  18. I've decided, after a pause where I meandered to other toons to work with, to rework and retry my Earth/Sonic controller, with a different build this time, and was curious as to what people thought of it. Went with the Cardiac Alpha slot, just seemed more useful, Though I could change it to the Musculature.

    1) Again, I know Hasten is useful, but I hate it, flat out, and figured if I could work things decently enough I could ignore it.
    2) I skipped Stone Cages and took Stone Prison because it fit what I wanted better, plus an AoE-kb effect seems really, really stupid overall.
    3) Skipped Clarity, never saw a use for it anyways.
    4) Air Superiority does Containment damage, right?
    Edit for 5) My epic non-IO'd slotting for the two shields...Anything even useful there?

    Any other tips would be appreciated.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emerald Seyrdonix: Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Sonic Resonance
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), Lock-%Hold(15)
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 2: Sonic Barrier -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
    Level 4: Sonic Haven -- ResDam-I(A), ResDam-I(5), ResDam-I(5)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(43), ImpSwft-EndRdx/Rchg/Slow(46)
    Level 8: Stone Prison -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40), Decim-Build%(43)
    Level 10: Air Superiority -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx(37)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15)
    Level 16: Fly -- Winter-ResSlow(A)
    Level 18: Earthquake -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(31), LdyGrey-Rchg/EndRdx(31), LdyGrey-DefDeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(36)
    Level 20: Sonic Dispersion -- ResDam-I(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam(21), S'fstPrt-ResDam/Def+(23)
    Level 22: Disruption Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Salt Crystals -- CSndmn-Acc/Rchg(A), CSndmn-Acc/EndRdx(25), CSndmn-Sleep/Rng(25), CSndmn-Acc/Sleep/Rchg(27), CSndmn-Heal%(27)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31)
    Level 28: Tactics -- GSFC-ToHit/EndRdx(A)
    Level 30: Sonic Cage -- HO:Endo(A)
    Level 32: Animate Stone -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), EdctM'r-PetDef(34), C'Arms-+Def(Pets)(34)
    Level 35: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(36)
    Level 38: Liquefy -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg(39), LdyGrey-DefDeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitdeb/Rchg/EndRdx(40)
    Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
    Level 44: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), C'ngImp-Dmg/EndRdx/Rchg(46), C'ngImp-Dmg/Rchg(46)
    Level 47: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
    Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)
  19. *gives this a slight nudge to try and get some feedback on my build. I've kept looking at it, but I can't see anything obvious to change.
  20. Yeah, was afraid of that being the case. Didn't really want purples, but I figured they'd be needed. Ah, well.
  21. Going to give this one a quick bump up to see if I can get any critique on it.
  22. For a while I've wanted to try a regen scrapper, but I could never figure out a good way to do it. This time around, I decided to use it with Dark Melee, since the -tohit should add a little survivability to the mix.

    My only issue is, when planning my build, I don't like how it looks. It just seems off. The SO build looks good, and I know I should be building primarily for recharge, but it just doesn't look good enough.

    So, I want to see what people think of the build I have. It'll be a long while before it's used, but I want to get the basis down first.

    Edit: Where I couldn't get recharge, I build for either HP or defense, but didn't really work hard for defense.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Arentya: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(9), Numna-Heal/EndRdx(9)
    Level 2: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
    Level 4: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(36)
    Level 6: Boxing -- Empty(A)
    Level 8: Siphon Life -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(37), Mako-Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(40)
    Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13)
    Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Rchg(15)
    Level 14: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/Rchg(27), S'fstPrt-ResDam/Def+(33)
    Level 16: Integration -- RgnTis-Regen+(A)
    Level 18: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(19), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23)
    Level 20: Resilience -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/Rchg(31)
    Level 22: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(48), M'Strk-Dmg/EndRdx(50)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(25)
    Level 26: Soul Drain -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), GSFC-Build%(42)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Dmg/EndRdx(45), Mako-Dmg/EndRdx(46)
    Level 35: Revive -- RechRdx-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), LkGmblr-EndRdx/Rchg(39)
    Level 41: Dark Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(50), Dev'n-Dmg/Rchg(50)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(17)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(7), P'Shift-EndMod(7)
  23. A while back, I had posted my attempt at restarting another dom in an attempt to actually get one that I enjoyed playing. For the most part, people didn't like how I slotted things, but I like how things turned out in the end.

    And now I finally get back to her (On my second, lesser-used account...Wish it were on my main, but that's 35 levels I don't want to have to rerun to get back to where I was.) and I realize I never worked her build into i19 specifications...

    So here I am, asking the people here who actually play doms more than I to see if there's anything obvious I missed.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pyrokatt: Level 50 Natural Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(21)
    Level 1: Flares -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7)
    Level 2: Incinerate -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
    Level 4: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Immob/Rng(13), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17)
    Level 6: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Det'tn-Dmg/EndRdx(45)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx(50)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40)
    Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/EndRdx(40), Rope-EndRdx/Stun(42), Rope-Acc/EndRdx(42), Stpfy-EndRdx/Stun(43)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(50)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25)
    Level 20: Combustion -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Smoke -- DarkWD-ToHitDeb/EndRdx(A)
    Level 26: Bonfire -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/KB(45), KinCrsh-Acc/KB(46), KinCrsh-Rchg/KB(46), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(50)
    Level 28: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Rchg(31)
    Level 30: Super Jump -- Winter-ResSlow(A)
    Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Build%(34), S'bndAl-Dmg(34)
    Level 35: Blazing Bolt -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Acc/Dmg(36), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(37)
    Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
    Level 44: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 47: Summon Tarantula -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)



    The Epic power pool is more or less changeable as needed, but it was the easiest way I saw to slot some extra recharge. Maneuvers as well, in that regard. Everything else more or less stays, unless there's a good reason otherwise.

    As a random note is there any easy way to get perma-dom based on what I have without delving into more purples so that I could drop Hasten?
  24. Budget, as you mentioned, isn't too much of an issue. I pointed out that S/L was my goal, but I didn't really want to take Scorpion Shield, though I suppose taking it would make it easier to cap S/L and still be able to build for other things, but I like having resists on top of defense if I can.
  25. Everfree_Fire

    DA/KM help

    Quote:
    Originally Posted by Finduilas View Post
    As long as you have sustainable recovery on the way up to 50, that should be fine. But if you're going to use SO/common IOs until then, be sure to slot Dark Regen, Death Shroud and Cloak of Fear with the equivalent of 2 SOs of end reduction.
    Noted.



    Quote:
    I prefer OG, but as you know, YMMV. (BTW, I have both OG and CoF on my Dark characters, but OG gets used regularly and CoF does not.)

    There have been several discussions about the usefulness of ToHit Debuffs as defense--especially regarding CoF--but none lately. IIRC, the consensus was that though ToHit debuffs are nice to have, they're not nearly as reliable as actual defense and shouldn't be considered as such.
    Again, noted. I did manage to grab both of them. I figured I'd be running OG most of the time, but against things I can't stun, the (minimal) -to-hit should be more useful.

    Quote:
    Oh, sorry. FA=Focused Accuracy, the other prereq option for Physical Perfection besides Conserve Power.
    Yeah, realized that, never posted saying I did.

    Quote:
    I took a look at your most recent build, and I'd only recommend a couple of changes. First, IMO Mako's Bite isn't a great choice for a typed def build since it requires a lot of slots for relatively little payoff. You'd be better off pulling a slot from CS and adding it to Death Shroud for another Eradication set. Also, I added 3 slots of Cleaving Blow in Burst for another 1.25% E/NE def. (You don't want to do that for DS since it won't give you enough end reduction.)


    Here you go, 43% E/NE def and 5% more recharge, but otherwise unchanged:
    Looks pretty good, actually. And nice to get some (small) amount of recharge, something I was wishing I could grab more of besides adding LotG Recharges to my defenses.