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Posts
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Joined
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@The_Cheeseman, you have a veryt decent build here. Nice defenses on Range and energy/negative damage as well. The build isn't that expensive and too, you have it perma-hasten. It looks like a solid build.
I didnt take any sleeper powers cause simply they are interupterable altho, I know they may provide a nice soft-control at those OH CRAP!!! moments.
My build I may have to redo all over again but I am not sure on what woill satisfy my needs to a complete build yet.
Thanks for sharing Cheeseman! -
Has anyone have any suggestions ... please?
Gamestyle is solo purposes and Trial Leagues!!!!
I've chosen Fly for this AT to get a better view of my surroundings and too, to keep out of melee range. Also, Fly seems to sync with my playstyle for this particular AT.
There are some powers I'd skip like melee attacks simply because it is a ranged play toon so if you believe otherwise to replace a few powers, please comment.
Thanks! -
[Added the clickable data-link here]
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Lord-Ifritt 2: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery -
Briefly, this is what I have worked on for a few ....
Tell me what ya think and/or what changes shall I make. It is for solo and league purposes.
Thanks!
Code:[*]17.5% DamageBuff(Lethal)[*]17.5% DamageBuff(Fire)[*]17.5% DamageBuff(Cold)[*]17.5% DamageBuff(Energy)[*]17.5% DamageBuff(Negative)[*]17.5% DamageBuff(Toxic)[*]17.5% DamageBuff(Psionic)[*]7.25% Defense(Smashing)[*]7.25% Defense(Lethal)[*]8.5% Defense(Fire)[*]8.5% Defense(Cold)[*]22.56% Defense(Energy)[*]22.56% Defense(Negative)[*]6% Defense(Psionic)[*]8.5% Defense(Melee)[*]35.38% Defense(Ranged)[*]11% Defense(AoE)[*]2.25% Max End[*]6.5% Enhancement(Held)[*]8% Enhancement(Confused)[*]52% Enhancement(Accuracy)[*]4.4% Enhancement(Terrorized)[*]7% Enhancement(Stunned)[*]8% Enhancement(Sleep)[*]8% Enhancement(Immobilized)[*]107.5% Enhancement(RechargeTime)[*]19% SpeedFlying[*]99.19 HP (9.75%) HitPoints[*]19% JumpHeight[*]19% SpeedJumping[*]Knockback (Mag -11)[*]Knockup (Mag -11)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 4.7%[*]MezResist(Immobilized) 2.5%[*]MezResist(Sleep) 2.5%[*]MezResist(Stunned) 2.5%[*]MezResist(Terrorized) 2.5%[*]21.5% (0.36 End/sec) Recovery[*]42% (1.78 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]22% SpeedRunning[/list]| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1694;717;1434;HEX;| |78DAD594594F135114C7EF74064B5BA02D0501D94A0B94ADB5151E8D68584C0D242| |4243EA9B5D0516E52A7CDCC60E4D1AFA0893EC9A626FAE293DB0771495CF9022E51| |117D30F574CEBFAD493F8113C8EFCEB9F79CFF596E67F1DA6CD3A3D3D7A785E29FC| |9672D2B335BB8228DAC5D30DDCBAB52375675414FCF42C1CC85D3974C69DBE163E1| |78D1D42DDDB0E32BEB329F73D381BEAA5B66A660D866219F589446AEF2D25FDB3E6| |559D9F5BC9D9897BAB951790BA68D35DDA48889CAC2BB54A018CB455DCFF99CE57C| |5E5E5EB3FDCE7A41CFE674D35A93C5A0F39E36AE4A4BAEC8BCB437BAE78A7295A29| |B7A66316BD96591AA7827659AA6FF13AAC05352C55D424A138DF79881FBCCCE07CC| |7D57F56C83B8C3B6894D708B19DF66A676C05DE634E928ECAB292F2850AF26C65E8| |2AF98F1D7E0713AA6A92242ED541DA792A28E739C187892E2352097866F8A633BF4| |1DFCC16CDC670EFE64C60E981E8AEB665FE16E67DB2F92F6209E07B579519B17B53| |5A1B601D43688DA7C14CC873C7D6F5C7CF62D33487BCDBCE76A0EB0564B0884F66F| |3AEA87BF1FF505C019AA3388F904D1B756F4AD157DEB44DF42A415E2385A6893F5D| |BB6C06DE6E11D7097D94C3EEDEC23DA919F9F6C1DE84F07729CA53CBA30BFAE776C| |3BF21EFCC0ECF908EE310314A71B71BA4BF4888372A288D2FB982BEC7B023E059FA| |1CBCF9973A4DC8FC9F49FE3ACC3E7C10B608639709199CA325BA87511E845A01785| |5E147A51E80D42EF0FB90E416F083761183761183761183721869B30819BE027BD1| |1E88D406F147AA3D01B85DE18F4A2D4A57174691CB7274071123C153591E46E1E9D| |04A7C00EC5997A1BF927E19FC4B43E79E9D786A92A51D6F952B329CA195AC434A19| |DE5F39FFF3D3FC2E7BFD66CAA7283F372DD046F31B5DBCC1EADFA65A0BFF2A42335| |4B69AC6E37596749D55926EB2C537596853ACB9256FDCE08C5B17802F4154126FFD| |9F390EE6E8A4750FA0BC0F0B4A1| |-------------------------------------------------------------------|
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Well, my two cents on the matter. I don't know about reverting it back to Issue-12 status of PVP, presently the Incarnate Abilities has added much change alone. To revert it back may result to "NO Incarnates Powers Active", or how will that work within that time of game/CoH mechanics for pre Issue-12. So with that being said, how can that be possible? There are still 5 more Incarnates that are not yet available (although, Hybrid will be available next, Issue-23). My other question is will those 5 new Incarnates imply changes as well that may reduce a few of those post, Issue-13 effects like, Travel Suppression and Heal Decay? Incarnate Hybrid abilities seem to be pretty solid by adding four types of additional buffs like, assault, control, melee and support which too, can add much nice changes to the PVP world as well.
Honestly, I think the changes made post Issue-13 were made because of the new coming and planned changes to PVE such as Incarnates and so forth. I must admit, it is getting much more interesting.
Killing off travel suppression and heal Decay would be great. -
Quote:The risk factor is very well understood and it makes perfect sense!!!I would.
I'd even put money on it.
After 10 issues, I think it would be less of a gamble and more like a sound investment.
They're stuck where they are. They can't even go back to the i13 changes without a bunch of testing. Like Z said, if they change a single thing, they're going to have waves of feedback and people disagreeing with changes and people wanting to revert to what we have now etc.
It's not a great business tactic to throw an untested bone at the few dogs that are left. It may kill them, and then you've wasted time programming something that got rid of even more PvPers.
They won't change anything in PvP without testing, because it would be a financial 'risk'. Good businesses don't take risks unless necessary.
Their testers and programmers are busy and constantly will be. They're understaffed.
They could turn off TS/DR/HD/Squishy Res/New mez system on the test server and say they're testing it. That would mean they get everything they want (testing), while all the PvPers would just go there for PvP from now on.
In fact I can't think of a single reason they haven't done that. That bypasses all their concerns. If they say it's simply for testing, they don't need to attend to it at all. The PvP community would then choose themselves whether they'd want to PvP on the test server or the real servers.
They would finally give PvPers what they've been asking for all these years while having 0 responsibility to change or fix anything because it's just on the test server.
I have a list of people I'm supposed to email if they change PvP back to how it was. If they did this on test, they have 0 responsibility and will get accounts back.
Any flaws with this idea?
On the "Test Server" topic, IMO ... very clever!!
xD -
I wouldnt say "never", Supermax. It won't happen overnight (if it happens). My question was ... if they, the developers, themselves actually play into the PVP content of the game. I am curious to know if they do (which Zwillinger admits he does on his own account) because if so, how do they feel about the present PVP system? Also, I would like to know if they actually team up together or not, attend arena challenges and so forth. Not to forget the hard work and lots of time put into making it into account for new issues and additions. With that said, I am wondering also if they are planning to implement somewhat changes with the remaining of the un-opened "Incarnate Abilities". Presently, the Incarnate abilities has made a nice impact towards the PVP community (IMO) whereas, change might not be as necessary as first thought (except for that Travel Suppression).
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Mr. Zwillinger, you cannot imagine how pleased and satisfied I am with your response, your honesty and too, the efforts you guys put into the gaming content. I must say the changes you guys made regarding everything to PVE is superb. It has me on constant suspense mode of what is yet to come. Incarnates and Trials alone was and is a great interest and exciting. All the new and very considerable changes which make it very convenient to the players are priceless. Some newcomers do not realize the risk we had in trusting other players to transfer our items, influence/infamy from one character to another character on our accounts before CoH had the new email item/influence to @global-name feature way back when. I do truly appreciate all of your efforts and hard work and time you guys put in, I cant thank you enough.
Now on the behalf of the other question, I am happy to know that you actually do PVP on a regular account. No need for your global name though, I would like to see you come thru Warburg here and there again like before, that was superb and exciting.
Times are precious and I know everything cannot be done over night. It takes time to do what you guys do and I am happy with that. The Incarnate system and its abilities do implement changes for the PVP community very well as is. It adds a bit of ummf to our builds making it much more interesting to tweak. We love our builds when it is finally done right, it may even take 3 to 12 builds to get that final touch. Incarnate Abilities adds nice puzzling pieces to sculpture an archetype to perfection but then again, it also takes skill to be successful at PVP, (which is a very complicated and delicate process to define, successful).
To the players that also responded, well done ... I feel, you and some of you who have read through this thread possess great knowledge on how some of the mechanics works and would love to help with what can be dealt with whenever it surface during those times ahead. I am not saying it will happen but knowing some of you are willing to work with the makers with it is well appreciated, too on my behalf. I've seen awesome charts posted by players who have based their mathematics and game numbers so others can get a better understanding of how things in the game works. Least but not last for those who have shared their info on how to create -"binds and macros". And those who put in their works on Mids Hero designer and keeping that updated periodically, these are all priceless efforts and very well appreciated too. -
Interesting ideas Last Ronin! Me? I haven't planned anything in that concept as of yet but it does sounds like a good idea. On the specs per match, that I do not know how that will appeal to others but we'll never know unless chance is given.
On the Devs part, I cannot understand why they may hate it, I am hoping that they, themselves give it a shot on regular accounts, literally. Not with their personal archetypes with every primary/secondary for that Archetype they use for public appearance. But it is an interest that should be there into making in all accounts for the CoX community. I strongly believe its part of End-Game content really. With the new fixes (nerfs) done back in Issue 13 and so forth from then could be looked at as well. Travel Suppression is way too much and it exists in both contents, PVE and PVP. Have you noticed when playing on trials, BAF in particular and if you are playing a melee toon chasing down those mind-washed escaping prisoners, the TS takes a toll when you are attacking. Some may even escape because of this system. If it can be reduced to a very reasonable number or even taking off the mechanics, which would make a significant difference alone.
I do understand the mechanics of why DR (Diminishing Returns) exists. Anyone can make a soft-capped defensive build and be dam near unkillable (maybe) in PVP zones. So I can see why DR has a roll in PVP but it can be reduced a bit allowing those who have achieved a lot to enhance their archetype to shine sort of speak. Also allowing other archetypes the chance to be useful again such as Force Fields, Sonic Resonance Kinetics, & Empathy and so forth. IF it is suppose to be a well balanced PVP system, which single handedly put those archetypes out of the usefulness to partake in PVP such as teams, etc. Some folks love to play their Empathy toons, they love to help make a difference in how they improve other players in any game content, PVE and/or PVP. These are just examples of what is unfair. I have a Super Group filled with all kinds of Hero and Villain archetypes, but some may not play their favorite toon when it comes to PVP because of this system, they will have to compensate for something else they, and he or she may not really want to play which makes it less interesting. Presently, my fellow SG members and I are working on a PVP group for zones, arenas and so forth. Maybe even boast to other SGs with the same interest.
I know it has been said more than once already but trust me, if the Devs took much more interest into PVP, the outcome will be greater than it is now. Maybe it wont be overnight but in promising efforts into the future for the game. It is my favorite MMO and no other can compare, I would love for this issue/situation be looked into even if they have to hire a group or pull a group together that will do just that as far as enrolling themselves into PVP with regular accounts without having to dip into their budget (although it can be an improved investment). -
Thanks for replying Sinistar6000!
I've seen, Zwillinger come to Warburg recently, he really spiced things up that day for a PVP zone and for those who loves to PVP and too, those who never ever tried it. It was fun, interesting and exciting. It is one of the reasons of why, I've sparked the question.
I feel if the Devs do apply themselves within a PVP environment to a degree of self's interest, they may implement a bit of changes. Not big ones but some that will make a bit more sense. For an example, my Energy Melee/Ninjitsu Stalker (loving it btw) is fun to play in RV, however though; it suffers greatly due to 'Travel Suppression'. I make an attack, the player is getting away and I cannot finish him/her off because he has then relieved himself from my range to attack all due to that Travel Suppression. Using Judgement Pyronic can and does help with range, but thats not the point. The player's HP drops nicely after a few hits, I gets excited and then I am reminded by insult, "Your will to travel has been suppressed for a moment". It's a very disappointment moment. My stalker is capped at running and jumping speeds but then DR hits that (another subject).
PVP is what I like to do and to get good at it, PVE is a must, I know this, we know this, its where all the armors, enhancers and skills to do so comes from. It may be a different world of CoH pve but it's not quite that different. -
I would like to know and if so, how often. Do you, developers like it, enjoy it? And if so, are there any changes you would like to make to alter the present system therefore improving it?
I hope I am not revoking anyone or any rules in anyway of the CoH Forums.
There are many reasons why I am asking. Lately it has dawned upon me to realize that Incarnates helps improve the present style (I-13 changes) of PVP in zones, mainly RV. With that said, I am wondering how the new/unopened (yet) Incarnates as well as the opened Incarnate abilities will effect PVP as it is presently, meaning will they help compensate or the changes that were made in, I-13? For an example, Travel Suppression and Diminishing Returns (It really hurts to maximize my toon/s in every aspect as far as getting accolades and Incarnate abilities and Paragon Points for enhancements just for PVP and then its numbers get crunched).
There are quite a few toons, AT's even I would like to play within the PVP community but with the way it is, they are simply useless. It also kills the need to have these specific ATs for teaming in PVP zones/arenas. Thats an unfair situation so if you guys do involve yourself into PVP, you too may find that bothersome (although, you guys can load up an AT with every available power pool, primary & secondary if you wanted to and probably do). The real question remains, do you actually PVP with regular account AT's?
Thanks in advance. -
Okay, I did some retweaking to it. Tell me what ya think!
A few tells me that its not a good idea to 5 slot AS with ATO's but the proc alone works great, also itis mentioned that three HO's and three procs (2 damage, 1 Hide Proc) is better. I may can agree with that.
What Incarnates shall I go with for this build?
Thanks!
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Pacalypse Now Present Build: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Energy Punch -- Empty(A)
Level 1: Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(17), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Rchg+:50(36), Ksmt-ToHit+:30(43), Krma-ResKB:30(50)
Level 2: Ninja Reflexes -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(48), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Rchg+:50(50)
Level 4: Danger Sense -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(5), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Rchg+:50(48)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Assassin's Strike -- SStalkersG-Dmg/Rchg:50(A), SStalkersG-Acc/Dmg/Rchg:50(9), SStalkersG-Dmg/EndRdx/Rchg:50(9), SStalkersG-Acc/Dmg/EndRdx/Rchg:50(40), SStalkersG-Rchg/Hide%:50(43), GS-%Dam:50(46)
Level 10: Build Up -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(11), AdjTgt-EndRdx/Rchg:50(11), AdjTgt-ToHit/EndRdx:50(19), AdjTgt-Rchg:50(19), Rec'dRet-Pcptn:20(40)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(13), Krma-ResKB:30(13)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(15), Winter-ResSlow:50(15), Clrty-Stlth:50(17)
Level 16: Kuji-In Rin -- RechRdx-I:50(A)
Level 18: Placate -- RechRdx-I:50(A)
Level 20: Kuji-In Sha -- S'fstPrt-ResKB:30(A), Panac-Heal/EndRedux:50(21), Panac-EndRdx/Rchg:50(21), Panac-Heal/Rchg:50(37), Panac-Heal/EndRedux/Rchg:50(39), Panac-Heal:50(40)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(23), Krma-ResKB:30(37)
Level 24: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(37)
Level 26: Energy Transfer -- GS-Acc/Dmg:50(A), GS-Dam/Rech:50(27), GS-Dam/End/Rech:50(27), GS-Acc/End/Rech:50(31), GS-Acc/Dmg/End/Rech:50(34), GS-%Dam:50(34)
Level 28: Stealth -- SW-Def/EndRdx:50(A), SW-Def/Rchg:50(29), SW-ResDam/Re TP:50(29), LkGmblr-Rchg+:50(31)
Level 30: Invisibility -- Krma-ResKB:30(A)
Level 32: Total Focus -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(33), Hectmb-Dmg/EndRdx:50(33), Hectmb-Dam%:50(34)
Level 35: Phase Shift -- RechRdx-I:50(A)
Level 38: Kuji-In Retsu -- RedFtn-Def/Rchg:50(A), LkGmblr-Def/Rchg:50(39), GftotA-Def/Rchg:40(39)
Level 41: Spirit Shark -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43)
Level 44: Spirit Shark Jaws -- GJ-Acc/Dmg:50(A), GJ-Dam/Rech:50(45), GJ-Acc/Dmg/End/Rech:50(45), GJ-Dam%:50(45), GJ-Acc/End/Rech:50(46), GJ-Dam/End/Rech:50(46)
Level 47: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(48)
Level 49: Acrobatics -- KBDist-I:50(A)
Level 50: Musculature Radial Paragon
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(3), P'Shift-End%:50(3)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 6.25% Defense(Smashing)
- 6.25% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 5% Defense(Melee)
- 6.25% Defense(Ranged)
- 2.5% Defense(AoE)
- 80% Enhancement(Accuracy)
- 80% Enhancement(RechargeTime)
- 10% FlySpeed
- 194.3 HP (16.14%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- 20% Perception
- 14% (0.23 End/sec) Recovery
- 66% (3.31 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.89% Resistance(Smashing)
- 4.89% Resistance(Lethal)
- 5.52% Resistance(Fire)
- 5.52% Resistance(Cold)
- 4.26% Resistance(Energy)
- 4.26% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 10% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1490;693;1386;HEX;| |78DA6594DB4E13511486F7B453B1D0D2D652289496D2961EE9B413BD375190282D3| |621F1968CB085D1C9D0740ADA4B5FC118311AE3F974E3BB78BAF1F0081E2EBD2175| |31EB078C9DB4F966FEBDD65EFF5EB367376F2D04DE2DDD3E2B94E079CB709CB5D5A| |E61DD901D5FD3D834D7BD428844CB5837AC5EDB91E995ED9BE956473AD2EEA6CFED| |98D6C6108D4F2163AD292D29B5455B76367BFC103F1C5A90D7A4ED486DC5B4AF9B5| |D67470CB7B6B72D6DB52DE546C0BD6D48A36DDA9BA1C3870DD971B6CC76C47DBE68| |EF9A8E79D5B4CC6E2FB5D836D7B5C3891B72D734BA5B86BDD6349CAEECF4E2E4284| |FFFBB7E81AB4F3FBAC4F281A2B88A4F84E946574538C24C4599D918B3BC4F614955| |E87F980DCA5538D7AB20B7865C1DB93A729B14EB45AC17B12A624F20B686D80C35D| |0C7B18AAF223806BC47F30CC1EFD07BAFAB9DFC007E64163E31CB9F99D522738F72| |B9017D9FFFB1C7D5869F804F99A79E81CF998547C4A82AC6C9D308D7F58C7CE1B1C| |03710FDC8524C106B0C22661431A309F610F6F3F3653212C29B08616DF7498B408B| |406B911685E7685C71EB8C4DF35C6349662EC5CCCF60FD696684FCC4E027869E8F8| |F81E8750EDEA3143B81BE4EBC608FF197E02B66F635F886997BCB7C401E27E17132| |CBB5A772E01C339567CE1640BC9320D54DC063E2026BD34BE03272E13544B149F42| |709DF0FA9F60C6BEA4C81FDA48B60092C33672BCC30CD93C13C19F47995E69963CD| |3337C2F5F2D89FF983CD5850C557B25344AD6295E72A69600DAC33CB3AF33BE554D| |09B4A89D7335F062BE03CF66915D49813E453E35C45C37EAA613FC569ACCE7D13F5| |12AFE1C7F0D1F728942A6BBF8E3545B982EFEE12AFE7E7BFF1458EFF7DAC7994346| |B9E3B5CD3B3C74CA847A7487F5AFDFF44290F28F501451F504E0F28670694C680D2| |5271781DACC055FC613A67E0AD411F8E8EFBBFE9B4E4D0| |-------------------------------------------------------------------|
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First I must say, my search-fu isn't weak for my quest for threads relating to this are not present. So I will begin this thread on the matter here.
I've been working on this build, an energy melee/ninjitsu stalker for a while. So far this build posted below seems more than likely to be the complete and final. Before I completely respec into this build, I would like for those who are quite familar with them (melee) to comment on it for suggestive ideas and/or changes if need be, and why. It's mainly a pvp toon for RV and arena (although its not a spcified build for 1v1 matches).
I do not know if its lacking anything that could benefit better.
Any advice and suggestions are well appreciated. Thanks
http://www.cohplanner.com/mids/downl...1CFD039963E972 -
Thanks Hindenburg! Your build makes a very valid point whichleaves many other options to maximize the build rather sacraficing much of them for defense.
Increasing the HP was/is a good idea.
I will be using ATO's (all 6 slotted) and were deciding to place those within Swirling Mace but now, I am not sure if I will keep that attack.
Whelp, I was told that for trials, the idea smash/lethal defense cap is at 59%. I'm not quite sure if I want to include Incaranate' abilities with defense buffs to the build to total the needed 59% defense or not.
I think the norm 45% s/l soft-cap def is too low for trials (non DA).
Nope! Energy Cloak's defense remains the same unlike any other cloak/stealth powers that looses half it's defense when attacked.
Like mentioned earlier, someone .... matter of fact a few told me that the trials soft-cap defense is at 59%. This is what I need to be sure of.
Thanks again Hindenburg! -
Hoping that anyone can help me out here, I am seeking a great build for mostly with great Defense to it. I've tweaked and retweaked and this is what I have come up with here.
What should I do and how should I incorporate the incarnate abilities wthin it to balance it out? I know it lacks lots of resistence ... should that be ideal to gain as well? would like to make it an unkillable as much as possible.
Thanks in advanced!!!
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]24.75% Defense(Smashing)[*]24.75% Defense(Lethal)[*]11.94% Defense(Fire)[*]11.94% Defense(Cold)[*]16.63% Defense(Energy)[*]16.63% Defense(Negative)[*]9.13% Defense(Psionic)[*]20.06% Defense(Melee)[*]15.06% Defense(Ranged)[*]13.19% Defense(AoE)[*]3.6% Max End[*]33% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]65% Enhancement(RechargeTime)[*]10% FlySpeed[*]106.8 HP (7.13%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 8.8%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]20% Perception[*]7.5% (0.13 End/sec) Recovery[*]50% (3.12 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]3.13% Resistance(Negative)[*]10% RunSpeed[/list]
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1485;697;1394;HEX;| |78DA65945B4F1341188667BB5B6B29484B5BA022A59443CFCB02DE1B156A30142B3| |57AD93465A4D5BA34DBA2A057FE056FBC30DE794C144FFF467F811A0FD72AAEDFEE| |F702266DDA3CD3EF30F3CE3B3B5BDA59EADFBB70FF8C5002E75BB54EA77ACEDAEE4| |A5FA5DE94665DAA428848C5584B18C584B1B4B296584CACCB4E5BD67D4EC22DAD96| |644B4AFD5ACDAA966A7519E3E092BC2ECD8ED4974D696DEE56CF6E5BB5D08AD9909| |634BBFAC1A0AFBCB5D5D22B6D293702EEB0D86A6E36BA033C76864D7373D0FDB72A| |6B1BD2EA349AEDD872BB593F98B754EB74A5B5CBA24749D32CFD728AC0C75645999| |0D4C4F065709D99BDC27CE594B9F5B622823498D7C45C84F9DA49714E55E2344869| |429B60CE4F8149E61E55A9A8558BAADB7F6C85198C52629C6AF785CB2499E7C59AD| |E9CE05AB040711F6BF7FA9E78DCD8F1A7E03366F03933FF825978C9D4A9D7CFBD9A| |3FC5B1BE349861F6679927724C3F2D168096C047D47C62062837C0F32903C89D40E| |E0D45075D736C3138C9DADF12423C9716825F43F06908BEE5E1576181BD7947D561| |EEF184E17F04FE47A24C857444598788DAF4112A4546B0D208561A9D04B1420A2B1| |746E03E21066763B759F1C93BE00E737297397D9799BAC77C4F18731F13DB3BD660| |074E35C11BCCF84D66B6C59CBBC5D448EB3876388E1DC6B1C33876B8409880B689C| |F1E576FE20BF8156C41A3096E310DEA4DA237F99BD79CFA03EE833673FA2F28D8FD| |0FD435031F675659CB6C095C032F315365669E90C65396C6EDCAE0766570BB3215D| |CB20DD618F21DDC4A5BC961EF79EC3D4C391D39FD11E90B93778F9911CA19387903| |F5DFFA0E6FA550A678FE1F473145B9CA75DA453EFFEFFFD7A7B9FEE751CCA33C604| |F3C09CE791EE25CB5C3B7087D9DA72EDB13317A22F33D91C59EC8E99E48513B7C0B| |D9AB3DD9B286A4B30337E20F0AE704DDFA5FC32417E37F48ECE203| |-------------------------------------------------------------------|
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My 2 cents on the matter disscussed. Lets look at the Force Feedback chance For Recharge proc, it has a better chance to proc off in Footstomp because of the amount of Villains it hits per mob ... meaning it procs off much higher versus putting it into Knockout Blow which hits one villain per attack. Chances are it won't proc as much as it would in Footstomp because it hits multiple villains within a mob therefor increasing the chance to proc.
Yes? -
@Deacon_NA
It looks like a very good, very damaging build but one thing, I know we are entitled to choose what ever travel power we want but why "Fly, Hover & Afterburner"? It seems so much like a melee range kinda toon, you know what I mean? -
Okay, I've been tweaking & tweaking, building and rebuilding this AT. Now its time to go ahead and build into it. THis is what I have come up with. It's S/L Def is soft-cap to 45.6% with the help of Nerve Radial Paragon. 156.25% Haste with Hasten activated, and 47% Accuracy.
Tell me what ya guys & gals think for this build. Failure or Workable?
It is a melee'er type style of Dominator (IMO) so I think the S/L Def is a necessity incase some situational control powers misses.
http://www.cohplanner.com/mids/downl...4DE5BF0DDE04EC -
To makea new comment, I went with Alpha's Nerve Radial Paragon, this gives it an extra UMMFF in Accuracy, Hold Duration, Confuse Duration, and Fly speed increased, all by 33% and a 20% Deffense Buff effects by 20%. This much much better than Spiritual Core Paragon by all means. You may have to buld for more global rechage form set bonuses thru IO's. Perma-Domination isn't hard nor difficult to build to.
Thinking on respeccing my build for Aide-Self for a Heal. Not quite sure yet. -
Okay for what it is worth. I want to share this build with ya. It is soft capped to both, Smash/Lethal and Ranged atacks. Also the Energy/Negative Defense is at 42.9%.
Laevateinn has provided a nice soft cap to Range build early on within this thread. I have taking that build and made a few changes to it to see if it was posible. After Local-Man mentioning the new Alpha abilities of Agility recently added, I went with that to begin tweaking. I thank you both, Local Man and Laevateinn for your efforts for helping me.
While during most trials, enemies are everywhere-they are throwing attacks from all directions. This troller has Hover/Fly to help keep out of melee range and also to view the battefield much better (although I love Fly). With that being said to get to the point, ill/rads really don't need any shields/armor for their style of play and perma-PA contributes to that ability a helluva lot. But because simply while doing regular PVE content, mobs are easily handlded compared to scattered mobs and villains on trials. This is the reason why this build shall have greater defenses because dying on trials is a B*TCH.
Anyways ... I have not resepec into this build yet (I really really want to) but before doing so, I would loe to hear some feedback on it.
Thanks!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Leavateiinn ill-rad ranged capped - 60 resist: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(7), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal:50(11), Numna-Regen/Rcvry+:50(37)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Acc/Rchg:50(13), Apoc-Dmg/EndRdx:50(13), Apoc-Dam%:50(15), GJ-Dam%:50(15)
Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(19), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Rchg:50(21)
Level 8: Deceive -- CoPers-Conf%:50(A), CoPers-Conf/Rchg:50(23), CoPers-Acc/Conf/Rchg:50(23), CoPers-Acc/Rchg:50(25), CoPers-Conf/EndRdx:50(25), CoPers-Conf:50(27)
Level 10: Enervating Field -- EndRdx-I:50(A)
Level 12: Superior Invisibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def/EndRdx:50(50)
Level 14: Hover -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(39), Zephyr-ResKB:50(43), LkGmblr-Def:50(48)
Level 16: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(29)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(29), ExRmnt-Acc/Dmg/Rchg:50(31), ExRmnt-EndRdx/Dmg/Rchg:50(31), S'bndAl-Acc/Dmg/Rchg:50(45)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 22: Lingering Radiation -- Acc-I:50(A)
Level 24: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(33), BasGaze-Rchg/Hold:30(43), BasGaze-Acc/EndRdx/Rchg/Hold:30(43)
Level 26: Spectral Terror -- HO:Lyso(A)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(45)
Level 30: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Knock%:35(40)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(34), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
Level 35: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 38: Hibernate -- Dct'dW-Heal/Rchg:50(A)
Level 41: Frozen Armor -- HO:Ribo(A), GA-End/Res:50(42), GA-3defTpProc:50(42), S'fstPrt-ResDam/Def+:30(42), LkGmblr-Rchg+:50(48)
Level 44: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
Level 47: Tough -- HO:Ribo(A), ResDam-I:50(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Def/EndRdx:50(50)
Level 50: Agility Core Paragon
Level 50: Clarion Core Epiphany
------------
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(40), EndMod-I:50(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 9.75% Defense(Smashing)
- 9.75% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 25.69% Defense(Energy)
- 25.69% Defense(Negative)
- 6% Defense(Psionic)
- 7.88% Defense(Melee)
- 30.38% Defense(Ranged)
- 6% Defense(AoE)
- 4% Enhancement(Confused)
- 85% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 23% Enhancement(Accuracy)
- 18% FlySpeed
- 110.6 HP (10.88%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 5%
- MezResist(Held) 8.3%
- MezResist(Immobilize) 7.75%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 14.5% (0.24 End/sec) Recovery
- 78% (3.31 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 10% Resistance(Fire)
- 10% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 18% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1544;722;1444;HEX;| |78DA6594496FD35010C7EDD825A46969D2745F9DA4255D62270104E20288D2A2A21| |6D2054E40B112B7B5649CC876111CF9007000244ED00501E2C2F25D0021E02B40CB| |72E252C6997FDAA8B152FD5EE7FD67DECCBCB167EF5E687A7BF1FE59418C4C58BAE| |B2E4D946CCF295996E104170AA661170C811E75C6D0EFE89E619AB6AD9896A53A7A| |5171747BC5282A05BD5C26A8CAC9ACE218AEE97A41F248EE07AAC6D4A62D6BCD354| |B76D590A8D19C5F5B5ED6E6F5A2A97BBE62F2B6E9FAD2E8B4BD6A3886ED69D54538| |5FA2505396B9B2EA3556D60B65C328B654969466D170DC55B3DCCC325F65DA2B91C| |9B259D0A60BC6D2ACEE7A8673AF8B524CD1DF8628E0D96D109E1172B210780EAE33| |E50D709379688B79B9D6774EE4BD79E6E1057091D9789539748DB94E10E12BAA01D| |668CCA60C98651EC98169A9C22BE428559C7703D229822C099103CCD37E036BA486| |87ECDFFA80D9F6047CCCDC245D10B90475B675DC006F32BB96C05BCC9EEB4CBFEC1| |09F2384E2DC9717F47F186787DBB9DED636A61A63E622CC101DDC0C6D33B447BF72| |ECB1EFCC0C7CC3A46DE13CC5966FBCD707CD4B9244794F8E6E636F8739F01BFCC34| |C9F6326285E8CCF1663E39C7B0FE85F5F3BC713DA7BD8B645B64EB6499D1F2946BF| |2C289F98639FC12FCC57A4ED867FF769BE93289DD78B7BEB45AD03A82D8D7E0448D| |38F33FAF38404F5630E9C67A61699AFC96510F736889A15D4ACFC62C6517B1CB5C7| |FF32DFD12825E09BC0DC2731F749CC7D12733F84B91FC2DCBF27DF61D4363CCB797| |F20DB08D7268F9CE17A47733CAFA3C7C04EB1D29B0C6AF75F8571D43A8E7EA6D14F| |15FD54D14F89FAA2E1AE34C4CFA4F15ED25E167DCD2276EEC09CFD68A4F70D732A2| |6D96FBBD67689162959F8596B1B61DDCEBE2D203EE5FEA51E810A6BFAE4BD6F01FD| |E8F193AE5A76C7EA76B375965C9DE5789DE5449D65A6CE9297F7BE2C8258B18422F| |4BD4026FF3A285DACDFC4F6D7FF01001CFD10| |-------------------------------------------------------------------|
Had to edit it a few times to get the build export right! -
Okay for what it is worth. I want to share this build with ya. It is soft capped to both, Smash/Lethal and Ranged atacks. Laevateinn has provided a nice soft cap to Range build early on within this thread. I have taking that build and made a few changes to it to see if it was posible. After Local-Man mentioning the new Alpha abilities of Agility recently added, I went with that to begin tweaking. I thank you both, Local Man and Laevateinn for your efforts for helping me.
Anyways ... I have not resepec into this build yet (I really really want to) but before doing so, I would loe to hear some feedback on it.
Thanks!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Leavateiinn ill-rad ranged capped - 60 resist: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- (A)(3)(3)(5)(5)(7)
Level 1: Radiant Aura -- (A)(7)(9)(9)(11)(37)
Level 2: Spectral Wounds -- (A)(11)(13)(13)(15)(15)
Level 4: Radiation Infection -- (A)(17)(17)
Level 6: Accelerate Metabolism -- (A)(19)(21)(21)
Level 8: Deceive -- (A)(23)(23)(25)(25)(27)
Level 10: Enervating Field -- (A)
Level 12: Superior Invisibility -- (A)(19)(46)(50)
Level 14: Hover -- (A)(39)(43)(48)
Level 16: Fly -- (A)(29)
Level 18: Phantom Army -- (A)(29)(31)(31)(45)
Level 20: Hasten -- (A)(27)
Level 22: Lingering Radiation -- (A)
Level 24: Flash -- (A)(33)(43)(43)
Level 26: Spectral Terror -- (A)
Level 28: Maneuvers -- (A)(31)(45)
Level 30: Kick -- (A)(39)(39)(40)
Level 32: Phantasm -- (A)(33)(33)(34)(34)(34)
Level 35: Ice Blast -- (A)(36)(36)(36)(37)(37)
Level 38: Hibernate -- (A)
Level 41: Frozen Armor -- (A)(42)(42)(42)(48)
Level 44: EM Pulse -- (A)(45)(46)(46)
Level 47: Tough -- (A)(48)
Level 49: Weave -- (A)(50)(50)
Level 50: Agility Core Paragon
Level 50: Clarion Core Epiphany
------------
Level 2: Swift -- (A)
Level 2: Health -- (A)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(40)(40)
Level 1: Brawl -- (A)
Level 1: Containment
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 9.75% Defense(Smashing)
- 9.75% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 25.69% Defense(Energy)
- 25.69% Defense(Negative)
- 6% Defense(Psionic)
- 7.88% Defense(Melee)
- 30.38% Defense(Ranged)
- 6% Defense(AoE)
- 4% Enhancement(Confused)
- 85% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 23% Enhancement(Accuracy)
- 18% FlySpeed
- 110.6 HP (10.88%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 5%
- MezResist(Held) 8.3%
- MezResist(Immobilize) 7.75%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 14.5% (0.24 End/sec) Recovery
- 78% (3.31 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 10% Resistance(Fire)
- 10% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 18% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1619;729;1458;HEX;| |78DA8594496FD35010C7EDD825A46969D2745F9DA4A55BEC24808AB800A21454D44| |2BAC0092856E2B6968C13D92E82231F000E80C409BA20405C58BE0B20047C056859| |4E5CCA38F34F1B35423CA5FAB9F3FE336F66DED833B7CF36BC3E7FF7942046262CD| |D7517278AB6E7142DCB7082F379D3B0F386404B9D36F45BBA6798A66D2BA665A98E| |5E501CDD5E360A4A5E2F9508AA329E511CC3355D2F481EC9BD409598DA9465ADBA6| |6D1AE1812559A33AB4B4BDA9C5E3075CF574CDE345D5F1A9DB2570CC7B03DADF210| |CE1529D439CB5C5EF1EACBCFF325C32834951F29CD82E1B82B66A99165BECAB4972| |3932533AF4DE58DC519DDF50CE74E07A5384E7FEBA280B553273C21646521F0145C| |63CAEBE006F3C026F362B5EFACC87B73CC83F3E002B3FE3273E00A738D20C257540| |3ACD1980D6930C33C940553529997C8512A3BEF04A4E304591222FB98A3FD3AD648| |75F7D9BFF91EB3E511F890B941BA207209EA6C6BBB065E67762C8237985D57997ED| |9213E4708C5B92FCFE8FF30CE0EB772BDCD2D4C35C6CC4698213AB811DA46680F7F| |E6D8A35F9969F88649DBC4798A4D5F78AF079AE72489F29E1CDDC2DE36B3EF27F88| |B993ACD4C50BC189F2DC6C638F72ED0BFBE568E27B476B16D936CED6C93DADF538C| |5E59503E30473F829F982F48DB09FFCE137C27513AAF1BF7D68D5AFB505B0AFD089| |0A61767F4E60809EAC72C38C71C5A60BE24977EDC5B3F6A5650B3F2831947ED71D4| |1EFFCD7C43A394806F02739FC4DC2731F749CCFD00E67E0073FF967C0751DBE00CE| |7FD8E6CC35C9B3C7C92EB1DC9F2BC8E1C01DBC5726FD2A8DD7F15C650EB18FA9942| |3F55F453453F25EA8B86BBD2103F9DC27B497B19F43583D8D97D73F6AD9EDE37CCA| |99864BFAD6ADB057A189285EFD5B661D66DEFD902E263EEDFD00350614D8FBCFB2D| |A01F2D3FE98A6567B466375363C9D6588ED6588ED558A66B2C3979F7CB2288654B2| |842DF0B64F2CFF5A78DEA10FF23FAE77A15DBF3FE0B0F9647E5| |-------------------------------------------------------------------|
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I must apologize if I have offended you on this subject. Please forgive me if I have but I was asking because sometimes it can be a bit difficult to build for greater defense and/or resistance and for that matter sometimes there is never enough slots to complete the build. So that one extra, needed slot can be pulled from hasten, again ... just my opinion.
However, I should have explained it in a much precised matter for builds that are not planned for exemping down towards lower level pvp/pve gameplay where as 3 slots for Hasten could and can be better enhanced if those enhancements were lvl 33 or so forth (or an alternate build that is built for exemping downwards to low level gameplay would prove better IMO).
This thread was intended to be helpful, not to be outcast as a noob or any other insulting comments as if, I am a "five-year old child" as one has put it.
Besides there are 3 more slots coming next issue (not etcheded in stone) making a total of 70 slots - not 67 as we presently have it.
Thanks Rangle M. Down -
Hello Lurker!!!
I will post my very present build here. I love to work mids. (Maybe not a master of builds but surely far advanced than before) this build provides some ideas of what it is you may want to do.
Compared to my playstyle for an example, Mind/Fire/Fire Dom is better at attacking from range (IMO) so therefor you may want to approach with a defense based on range although your primary goal is to get perma-dom. The reason why is because I see you have chosen a "Super Speed + Combat Jump" by means of travel vs Fly (which this build DON'T have) there your threat levels of melee and AoE defenses are highly at risk of.
Because Dom's are like a mezzing/controlling blaster with liitle to a lot or less damage in comparison, they do not have a healing power so your skills are based on survival due to mezzing those who that are at a higer threat.
This build costed me at least 2.5 billion buying crafted IO's and I don't see a reason why you will want to make it an expsensive build otther than if you get your T4 Incarantes which will really help boost its effects. I would go Spiritual Core Paragon for recharge, Interface Reactive Radial Flawless Interface and Destiny's Ageless Core Epiphany.
Hope this helps:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Lord Ifritt 2 -present-build: Level 50 Science Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Levitate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(17), Dev'n-Acc/Dmg/Rchg(25)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(46), HO:Nucle(46)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(9), Mlais-Acc/Conf/Rchg(37), Mlais-Dam%(40)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(37)
Level 12: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(15)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(25)
Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(23)
Level 22: Stealth -- LkGmblr-Def/EndRdx(A)
Level 24: Invisibility -- LkGmblr-Rchg+(A)
Level 26: Terrify -- Abys-EndRdx/Fear(A), Abys-Acc/EndRdx(27), Abys-Fear/Rng(27), Abys-Acc/Fear/Rchg(29), Abys-Dam%(29)
Level 28: Phase Shift -- Empty(A)
Level 30: Fire Breath -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
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%(50)
Level 35: Rain of Fire -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(45)
Level 41: Fire Ball -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Super Speed -- Zephyr-Travel(A)
Level 47: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48), S'fstPrt-ResDam/Def+(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 23.94% Defense(Energy)
- 23.94% Defense(Negative)
- 3% Defense(Psionic)
- 26.13% Defense(Ranged)
- 4.56% Defense(AoE)
- 66% Enhancement(Accuracy)
- 91.25% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 6.5% Enhancement(Confused)
- 17% FlySpeed
- 72.49 HP (7.13%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- 26.5% (0.44 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 22% RunSpeed
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