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Posts
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Joined
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Personally I'd go with the controller, but that's because of my playstyle. Sounds like yours is the opposite, so the scrapper is likely the better choice.
Regardless of which toon you choose, I recommend that you don't immediately respec out of whatever build you have now. Instead, use one of your alternate builds to create the "new you". That way you've got the old one to use if something doesn't work out the way you like. As for slotting the new build, use Mids (as linked above) to determine what you want before you start, and avoid rare/ultra-rare IOs initially. Yes, the build will be less powerful without rares, but you can get it for a lot cheaper and you'll learn a lot about how to use IO sets. By the time you've finished that build, you'll have earned more inf to use in creating a better build with rare IOs. -
I have a related question. I've got a characters who have unlocked contacts, then switched sides. For instance, I have a tanker that unlocked Mortimer Kal as a villain, then went through the alignments from villain to rogue to hero to vigilante. So now I can get to Kal, as a vigilante, but can I start his task force?
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I have both a Bots/Storm and a Demon/Pain at 50. Of the two, I prefer the latter because I spend a lot less time chasing mobs that run away/are knocked away from the storm powers. And he's more welcome on most teams as a healer with little KB, although the Bots/Storm is better against most AVs. Both are pretty good at mowing through reasonable-difficulty missions (I usually run 'em at +0/x3 or +1/x2).
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I've been running Living Electron (Electric/Energy Dom) for a few months now, just recently hitting 50 and reworking her build. As many others in this thread have already said, the control afforded by the multiple soft controls is excellent. Synaptic Overload is great if you throw it at the next mob while cleaning up the last stragglers in the prior fight, or even as a single-target confuse for annoying mobs (Sapper, I'm looking at you) just before jumping into a fight. Plenty has already been said about Static Field, all correct. And don't knock the end drain component, it can be very helpful in longer fights.
With the Energy secondary comes Power Boost, which means I can drop Static Field on a mob, hit Power Boost, jump into the middle of them with Conductive Aura, drop a Chain Fences, and the whole mob is completely end drained within seconds. Not a great solo strategy since they typically have enough End for one attack, but excellent in teams where someone else takes that first attack, especially if that someone else is squishier than a tank. Unfortunately you also get quite a bit of knockback with Energy, but the main attack I use is Bone Smasher which doesn't KB. -
That was a ton of fun. Congrats to all the winners but especially to MP and the PERC crew, what a great turnout!
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Sounds like in general, the people buying the crafted IOs are those with tons of influence and not much to spend it on. I've never had that problem, too many IO-hungry toons for me to ever feel like I can spend freely, but I'm glad there's people out there willing to redistribute the wealth a bit!
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I'm greatly disappointed by the lack of rapture. Now I'm stuck working on Sunday as originally scheduled. If the world had gone crazy on Saturday, I probably could have ducked out of it.
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...that buy all the crafted IOs that I put on the market? I am constantly amazed that I am able to buy a recipe and the necessary salvage, then sell the crafted IO for nearly twice what I paid. Sometimes more, sometimes less...since I've been tracking it I average 87% profit.
I almost never buy a crafted IO myself, and I don't really understand the mentality that causes people to spend so much more than necessary. In a few high-demand cases it may be necessary since the recipes aren't available or are very costly. But those are exception cases, and there always seems to be someone willing to pay even for IOs made from very cheap recipes.
I know there's a bit of an impatience factor at play, but even there, it seems like you could do better buying a recipe and salvage at high "buy it now" prices and crafting it yourself.
Of course, I suppose I should be happy that such people exist. I end up with a lot of extra inf because of it. -
What is this "clear conscience" you speak of? Never heard of it.
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If anyone is looking for a teammate for this, let me know (@ineffablebob).
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A few things to consider...nothing wrong with what you have built, just options to think about.
Hover is going to be pretty slow for moving around when you've only got a Swift to boost the speed. Might consider either another slot or two for flight speed, or switching travel options. My personal favorite is Combat Jumping for combat and Super Speed for normal travel. You can still slot the LotG in CJ, or put in a KB protection. And SS lets you slot a Zephyr KB protect if you like. There's always temp powers if you really need to fly in certain situations.
Obliteration in Soul Drain seems a bit overkill. The damage on Soul Drain isn't much to begin with so the damage bonus isn't going to help a lot. There are other sets that are quite a bit cheaper and can give you good recharge, like Adjusted Targeting. Also you might consider dropping a slot or two and moving them over to Tactics, so you can put a Gaussian Chance for Build Up there. -
The mailing lists are the best way to make sure I see HeroStats questions, but since EN pointed this thread out, I'm here now. Usually when damage isn't being tracked, it's because there's something wrong with the way your chat tabs are set up. Here's the best way to fix that:
http://herostats.blogspot.com/2008/0...-issue-12.html
Set up an HSData tab as described there, then restart HeroStats. Usually that fixes these sort of issues. -
Another version. I took a few of the suggestions from Infini in this one...the defense drops a bit more and recharge is 83% per-Hasten, but it's cheaper and doesn't have unnecessary slotting such as damage in Sleet. After the initial build, when I have extra inf, I'll probably add the second Basilisk's Gaze set (in Tesla Cage) and the purple sets for Sleep and Confuse.
I also turned on the Musculature Total Radial Revamp alpha, which is my intended target for that incarnate slot. Makes the damage numbers look pretty good.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Lock-Acc/Hold(5), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(23), Enf'dOp-Acc/Immob(42), Dmg-I(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(46)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Heal%(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(33)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(42), UndDef-Rchg/EndRdx(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50)
Level 50: Musculature Radial Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 4.875% Defense(Melee)
- 8.625% Defense(Ranged)
- 3% Defense(AoE)
- 4.05% Max End
- 2.5% Enhancement(Confused)
- 2.5% Enhancement(Held)
- 3% Enhancement(Immobilize)
- 83.75% Enhancement(RechargeTime)
- 39% Enhancement(Accuracy)
- 5% Enhancement(Sleep)
- 5% FlySpeed
- 95.38 HP (9.378%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 17% (0.284 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 1.26% Resistance(Energy)
- 3.135% Resistance(Negative)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1418;698;1396;HEX;| |78DA65934B4F5A4114C7E7024A552C203E1005111515846ADA7D63D4261A6C4C4CB| |A25F432C19BD00B01DAD45D3F40175AFB58D5D757689B765F4DDB7D1F5FA2B6568B| |DA153D9CFFF048B809FCEE3DF33FAF9933AB8F171D423CB92D34E74236552C26177| |30F0C3355CA15ECEBBA214D5DF6268C478699092E65A55E2AE4CCD85A62FEAE5D08| |11AA4B930B399396B271680CBD66083624F3C562EA61B6145F326521B359FB742F9| |B1BB220CD52BCF6D2B996A340EB7929D30E7E4DC8549EF23B6B1F6959286E18F96E| |FEBE6364364AB4EA5BCA1B7A7C5997C9D554B1240B9B8D3EBC546A987E672EA19E4| |A9BD825CC09CB1EB0CFB0952D8C4B86F78AF1D352F7B28AD7ACF3C26BE680113B64| |9C904E83CEA6A5D874ED3EA0335C6946BF649C533156558C754BAB9A3AB7811D46F| |F73C6F40B46C4CF5E21DAF636CE52B1B445D9D40EC4803285B52B81FD2937E0D862| |44B619FD14A10302D1D1C7B12FC8A74B55DE75C426C731E3FA27E033C3F58531461| |1BA2117DD31CE7A4AA19D30694E14D2035C526CB76AD3FD95647E31FA0DF80EFC60| |8C63CFC3D87337A5F0A82E3C2E64ED0550B246823E55439F8F3359C934001FDB408| |05E264570843136CA180F316255915F5C516183AAE9C1330EEA3B07CA8CE00570C9| |F050F421157D68978B1CDE03F6198103C6F8214688E47ED5801F0D04D040000DFCA| |3F4236AAA464ED967F20F7086E33A67F452A0906A3404D7BFB430A15C273090610C| |641803398981F4D2BE4F416799FAC8D1A68F8063C61009A2AAC8288A9C419133C83| |44C82B83ABCF81B0E7AE32DF00E78CF98FB00E0C87DE435AB866136DABC326CAB5F| |2521706AA186A912695EAED023665B2C732D969B2D965B2D9644D5A2865E58B9F93| |55BFDBA0A0DE57534AE64E5A4939695878621FFDD3069DA0ACF52FB3DDEA75FCDE2| |29DC8886C9AA3DE38C3D3B38D197C02BC68A87FEA1ABFC075D76F178| |-------------------------------------------------------------------|
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Thanks for the suggestions! Good call on the change to Sleet slotting, and the addition of the Steadfast Pro +Def. Silly of me to have forgotten that.
Not sure about the additional Health slot...is the regen bonus really worthwhile? Doms don't have a lot of HP so it seems like building up regen is a bit of a wasted effort. Maybe that slot could be better used to get the 5th Enfeebled Operation for a bit more recharge.
The extra Basilisk's Gaze set in Tesla Cage is going to be expensive so I may skip that at first, can always add it later. -
OK, here's a new build attempt. This one is up around 81% recharge pre-Hasten, and the smash/lethal defense is down to 36%. As a side benefit, it should be significantly cheaper without the Kinetic Combat sets. I also changed the slotting on the hold powers as suggested earlier in the thread.
I didn't add any additional secondary powers. I've got a bunch more of those on my current leveling build, but I find that I almost never use them all. I can chain Power Bolt-Power Burst-Tesla Cage-Power Bolt-Bone Smasher all day long, so why spend power choices on the others? The only one I kinda miss is Power Push for the soft control, but good use of the other control powers should make that unnecessary.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Lock-Acc/Hold(5), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 4: Chain Fences -- TotHntr-Immob/Acc(A), TotHntr-Acc/Immob/Rchg(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(46)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Heal%(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50), Dct'dW-Heal/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
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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)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 12.5% Defense(Energy)
- 12.5% Defense(Negative)
- 3.125% Defense(Melee)
- 8.125% Defense(Ranged)
- 2.5% Defense(AoE)
- 2.25% Max End
- 2.5% Enhancement(Confused)
- 2.5% Enhancement(Held)
- 81.25% Enhancement(RechargeTime)
- 5% Enhancement(Sleep)
- 39% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 10% FlySpeed
- 114.45 HP (11.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 22% (0.367 End/sec) Recovery
- 40% (1.698 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;692;1384;HEX;| |78DA65936D4F526118C7EFC3010985001145504450340594D5FBE6D4361B3637B7D| |E3A3ADED3B3D18101B57CD707E8450F5BADB61ED7E3EB6AF5016AD5FB1EBE449649| |A8BDA2CBEB7F036EB0B1DF39D7FDBFAEFB7FDDE7BA97AF2CB885B87A5A68DEF942B| |E52595B285E34AD7CB55876AE1AA6B40CD997332F9BD6466CB1208D6AB968A55772| |73E79C4288784BBA365FB468A99081C6349A81585B3257A9E42F15AA99454B9637B| |69AAFFE256B5396A555CD341FBA578A5468B524E5BA9B1F73325FA2FDBDCD977559| |AE6C9A250FBF9F313736ABB41A5E2C994666C9906BCBF94A5596B7DA7D84C8EA38F| |D777D42FD1A0EF1809015B687C02386BD6E63EC3342078C9FB656962EEEB32E84AC| |D46346FA09639B741A74762DCFA163170083E15B67F44B468DCCE8906BFA5D8D57E| |E31E274B40EAED4B039A659DC05A4813AA53A95C0798D4DBAAF33A66E30FAA9824B| |095C3E2EDADD0704197B54A14779EDF9C021F747C6F14FC06786EF0B2341F53C900| |B4F9A3DECD0465E65DF0B5BBDC03ED5F6AB53F67F25D9B018FD067C077E30C670CA| |499CB29FB60828CB01584EC07202963512049587609877D22934801C7D204A0F132| |236C2488C32D271C601391A54DD0EEE72B5700DA833627BC03E2340652328EB883C| |657743CF80E78CE80BC6D84BE0158686B2865503C368208A06A268E01FB91851733| |4B2C339137F805D7CBC1AA38F0AC555A371A4FEB561800F53C73182498C60122338| |81110CD1B94FAA46275F73E8C41BE02DF08E31F59E1121F9B4B23C0DCB29584E61D| |F21126454BD0CEACDA0DE0CEACDA05E16F5C2249F85DC368B61C82A2CA39EBD7595| |84C0378CB7438DA9A3CB0DFA89D98E48B62372B22372AA23923B8C682AA2F331AFD| |85BD7556870E96A5FC9C676372DAB0C0D23FFBB1DD2B4B33C595DE7B9AF5F47C593| |B81FED90AEDDE41D7B6FE1FBDE06EE30FE035AFDEF67| |-------------------------------------------------------------------|
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Huh, I had no idea. Thanks for the info! I'd always just assumed I was getting my butt kicked due to fighting against 54s, not necessarily because of increased tohit by the mobs. But now that you point it out, it makes a lot of sense.
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Quote:I've not heard about this 59% 'incarnate softcap' before, what's that?To avoid another senseless debate on the merits of building extra defense, ask yourself this. Which will you play more often in the long run, Incarnate or nonIncarnate? You could go for more resistance for the trials but you'd be far better off with the defense in regular content. That said, getting at least that 32.5% defense means you'll this the 59% 'incarnate softcap' a helluva lot easier with a team. Without that 'buffer' you could still miss that plateau and still run into the problems that have been mentioned.
Always good advice! -
Quote:Yeah, I got that bind already set for reds on my Elec/Shield, could pretty easily modify for purples.Bob;
I dunno man. I have 49% s/l def, and for the new content, its not sufficient. Plus there is all this other type of def. In any case, there is a bind in the kheldian forum for turning insp into other insp. I'd recommend grabbing it and setting it up for greens and purples if you want to go 32.5.
The new content is a good point, it's certainly a lot more dangerous. I'm not sure "moar defense" is the right answer though. I've got several defense-capped toons that I've run through the trials and they still die quite a bit. There's a lot of stuff that rarely misses (BAF turrets, I'm looking at you) and there's so many AoE DoTs flying around that you're almost always taking some kind of damage...which means a single lucky big shot will kill you despite the one-shot code. Resistance may be a better option, I dunno. -
I like the idea of going to 32.5% def, as I only really need to cap defense in cases where I'm taking a large alpha strike, and I should be able to keep a small Luck around for those situations. I'll take a look at the build later today with that in mind and see what I can come up with. Thanks for the feedback!
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Appreciate the feedback, fellas. Do you know if the alpha slot bonus affects Domination recharge time? Answer is probably around but I'm too lazy to search at the moment. If so, then I could fix the recharge time issue with a simple slotting of the Spiritual alpha.
I probably should have mentioned that I intend to use this build pretty much exclusively at L50. I've got a build that I've used while leveling up that I'll keep intact for any time I happen to EX down, if this build doesn't work well at a lower level.
As for the defense, my experience with my Fire/Ice dom is that there's always seems to be a mob or two that is missed or immune to control, and it doesn't take much to do enough damage for me to be hurting. Especially true since the big AoEs will draw a lot of fire, and I may spend a lot of time in melee range. If it happens to be a boss or nasty Lt that I missed, I may be down for the count before I can kill it. That's why I looked into defense rather than damage. What would you suggest instead? -
My Electric/Energy dominator is 46 now, which means it's about time to start thinking about final builds. (Ah, how quickly they grow up. Seems like only yesterday she was a young Praetorian.) I've put together this perma-Dom build as a starting point. It also caps Smash/Lethal defense.
It's not super-cheap, but it should be affordable...no purples and most of the expensive stuff is easy to get via alignment merits. The Kinetic Combat sets will be spendy, though. I can do without those at first and add them as I have spare inf. And I'll probably end up with the Sleep and Confuse purple sets when I have spare inf, too.
The general idea here is to take advantage of Chain Fences-Sleet-Ice Storm when I can, and work the control most of the rest of the time. Power Bolt-Bone Smasher-Power Bolt-(Power Burst/Tesla Cage) make a pretty decent single target attack chain. Not that I'd spend a lot of time using it, as I expect to be too busy with the control powers when on teams. Useful for the occasional solo mission, though.
I put Hoarfrost in here although I didn't slot it to be up 100% of the time. I'm kinda wondering if it makes sense to do Hibernate instead. Or even Assault just to add that little bit of extra team damage. Any thoughts on that last power spot are appreciated.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
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Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(5), NrncSD-Acc/Hold/Rchg(5), NrncSD-Dam%(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 4: Chain Fences -- TotHntr-Immob/Acc(A), TotHntr-Acc/Immob/Rchg(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Heal%(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(34), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(37), NrncSD-Dam%(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 12.5% Defense(Smashing)
- 12.5% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 11.88% Defense(Melee)
- 5.625% Defense(Ranged)
- 2.5% Defense(AoE)
- 2.25% Max End
- 46% Enhancement(Accuracy)
- 2.5% Enhancement(Confused)
- 4% Enhancement(Held)
- 5% Enhancement(Sleep)
- 5% Enhancement(Immobilize)
- 68.75% Enhancement(RechargeTime)
- 10% FlySpeed
- 175.49 HP (17.26%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 13.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 18% (0.301 End/sec) Recovery
- 40% (1.698 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
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Quote:I completely agree that the *current* power ceiling is accessible (at least for a small set of characters per person). My point was that the game is heading toward a place where it won't be. We're a lot better off than many other MMOs, and I'd like it to stay that way.On the subject of power level ceiling, I'm sorry, I've got to disagree with that. This stuff isn't overly hard to get, and while it is very powerful, it isn't an unobtainable goal for players. Compared to a number of other MMOs where the power ceiling is very high, or infinite, the power ceiling is accessible here.