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Posts
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Quote:Not getting hit is better than reducing damage taken. Put them together, though, and you're golden. Plus, you also have 'resistance' in the form of BG mode, which you should be leveraging with the use of Provoke.I built your build from scratch. Do I have it correct, you are running 40+ res to S/L/E and roughly 25-30 def before the prot bubble? Is having higher res to S/L/E better than soft capping your positional def? I read a thread on this a while back, can't find it now, but I remember there were many opinions on this... something like def reduces your chance to be hit and res reduces the damage you take once hit (if I have that correct). Can I ask why you went the route you did (I also have no idea how the incarnate stuff affects this)?
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Is Rest toggled on?
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I'm going to stand by level 25 for my answer to your question. Here's my tweaked build. 140% recharge without hasten and hasten is still in the build o.0
EDIT: Pardon. 135% at level 25. 140% at level 30 (technically this would be levels 22 and 27).
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Quote:To sum all of this up, it's slooooooooow and doesn't have that BAM!!!!1!11!! feel to it, anymore (imo).While nothing as really changed with EM since the nerf to Energy Transfer, effectively cutting its DPA in half.
Problem with EM is the fact the bulk of its damage in the form of 2.5+ second animation time attacks, which gives the feeling of 'hitting corpses' on teams. While you could string together an attack chain of just energy punch, barrage, and bone smasher, it'll be sub par damage.
Plus whirling hands does about the lowest damage of any of the PBAoEs available to brutes (or tankers, or scrappers, or even stalkers) which makes it a pretty worthless attack. Its also Energy Melees only form of AoE, so if you want to hit more then 1 target, your stuck with an attack that does very little damage, even at full fury.
High animation times, and low AoE damage make it set pretty much a shadow of what it used to be (when Energy Transfer has the older animation time of about 1.1 seconds it still had crappy AoE, but it was so much faster at single target that it made up for it) -
Quote:This is a rough draft of a long term project to make my mind/psi dom perma at level 25. It doesn't do it without hasten, however. I could probably tweak it with 3 additional purple sets to achieve it without hasten, though.Sorry for the thread jack but I wanted to ask if a person was to use all purples whats the lowest possible level you can exemplar to and still have perma dom with no haste. Only saying exemplar to not for the set bonuses but to have the powers active so they still count or do set bonuses on purples still work even at lvl 1 if you dont have the powers those where slotted into?
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Positional is exactly that - the position from which you attack or the positions that you're attacking (for AoE). Melee and Range could also be distinguished as the general distance from which an attack comes from - is it close or is it far?
The positions have no bearing on the type of damage done. That's what the 'types' are for. -
Mind/Psi can do it without purples. Mine only uses 2 purples sets and runs with 120% global recharge without Hasten.
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Here is my take on the build. It has a small gap in the MG>SP>SL>SP chain (no Smite, I know), so you'd probably toss Gloom into the chain, too.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Rchg(9), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx(43)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), Acc-I(36)
Level 2: Chilling Embrace -- EndRdx-I(A)
Level 4: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-Dmg(5), Erad-Acc/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 10: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(34)
Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(13), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(21)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Siphon Life -- HO:Nucle(A), HO:Nucle(17), C'ngImp-Dmg/EndRdx/Rchg(17), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(37)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(33)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), GftotA-Def/EndRdx(25), GftotA-Def(34)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), Efficacy-EndMod/EndRdx(33), Efficacy-EndMod/Rchg(37), P'Shift-EndMod/Rchg(46)
Level 28: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), AdjTgt-EndRdx/Rchg(37), GSFC-Rchg/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Hibernate -- Heal-I(A)
Level 35: Taunt -- Range-I(A)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Build%(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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(15), Mrcl-Rcvry+(40), Mrcl-Heal(43), RgnTis-Regen+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(40), P'Shift-EndMod/Rchg(46)
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Fin covered pretty much what needed to be convered.
In order to softcap s/l/e/n on Ice, without EA, this is all you need. FA, GA, Tough, Weave, Permafrost, and CJ. FA, GA, and Weave need to be ED capped when slotting for defense. (roughly 3 common IOs worth). CJ just needs a LotG: rech and Tough needs to be 4 slotted with Reactive armor. Permafrost just needs the Steadfast +3% IO.
All of these things should put you up to ~42.5% defense to s/l/e/n. After that you just need 2 attacks sets (1 kinetic combat and 1 eradication will work) to hit 45%. From 45% you'll be relying on EA in order to hit the 59% incarnate softcap during trials. One saturated application of 10 targets should put you up to ~57%.
That is only if you slot EA well. I recommend a LotG: Recharge, 2 Membranes, Efficacy Adaptor: End/End and End/Rech, and Perf. Shifter: End/Rech.
For Siphon Life, to get the most you want to strive for a mix of damage and healing. On my DM/SR scrapper I have it slotted with 2 Nucleus, Crushing Impact: Dmg/End/Rech, and Numina's: heal/rech, heal/end, and heal/end/rech. -
If you have a ST immob you can slot 2 chance to hold procs in them. Works well if you go mind/psi and put them into Subdue. Then you just put TK on the mito and chain Dominate>Subdue.
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Quote:The most recent version of Mids displays 'acc' values for autohit powers. I don't really get it. EA is autohit so you don't have to slot acc into it, though. Just endmod/def/rech, but notice the endmod/endredux I slotted into it from efficacy adaptor? That little bit of endredux will give you more net gain on the end you drain from foes.Is there a significant difference between 80% and 100% resistance to slows? Of course, 100% is immunity, but isn't 80% more than enough? Perhaps I just haven't experienced it yet, but I'm not seeing much of an impact from slows, even at 60% resistance (haven't bought the Winter's Gift yet, and didn't take Permafrost while I was leveling).
As for EA, Mid's got me confused, in that I don't think it requires any accuracy (as I haven't seen it miss... I think), but it still shows an accuracy value. I'm guessing the most logical assumption is that Mid's just has an accuracy value for some reason but EA doesn't actually use any to-hit or whatnot.
Speaking of accuracy, what number should I aim for (in Mid's)? I know there's a cap (95% I think?), and that it isn't hard to reach, but the values in Mid's are somewhat.. confusing, I'd say (I do tend to step on minor details that bug me >.>).
I'll look into putting Ice Sword in the build, but I don't really see it being all that useful. Especially if I were to go the Spiritual Alpha route and get more recharge on everything.
I kind of like the build posted, but it also feels kind of weird; I'll have to try and tweak things around on both builds and see what I like and don't.
Thanks for the answer, by the way.
100% resistance to slows probably isn't necessary. However, without it you're going to feel every slow effect (even though they'll mostly be small effects). It is also easier to use this than to waste a slot just to use Winter's Gift and Permafrost only requires one slot. Perfect for the steadfast +3% def IO. Also, this gives you some extra fire resistance, which is pretty useful. You don't really need to take it while leveling.
General acc - the forumites shoot for 95% against +4s. I always forget the formula to figure it out, but I think the acc in my build is sufficient.
Finally, for IS and your attack chain. Roughly calculating it out you'll basically just be spamming IB and FF between your other attacks, even if you don't use BoI in it. I don't make builds for my use with travel powers, so I could easily fit IS into the build then probably strip BoI and CE of their extra slots in order to slot IS with crushing impacts. -
Ok here is my take on your build. A couple things stuck out for me:
No Permafrost - this isn't a HUGE deal but without it you're only 80% resistant to slows and with it you're 100% (read: immune) to slows.
EA is underslotted - It needs a nice balance of def/rech/endmod to get the most out of it. While you're fighting groups, the base end it gives you is fine, but once you fight fewer targets like AVs you're going to be hurting for end you won't be getting decent returns without slotting for endmod.
No IS - After looking at it, I suppose you could have a chain comprised of FF, FT, BoI, and IB. Or potentially tossing in Frost in a ST chain.
Low Regen - This is a bigger issue for me. On defense builds (esp. those without consistant heals) your regen is going to be your life saver when hits get by your defense. The more you have, the better off you'll be. I always try to shoot for at least 1% hp/sec.
So what I did was dropped SS for Permafrost and then shuffled everything around and reslotted it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(7), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(37)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(17), Acc-I(34)
Level 2: Chilling Embrace -- EndRdx-I(A), Taunt-I(50)
Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dam%(15), Posi-Dmg/Rng(34), Range-I(37)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 10: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(21)
Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Acc/Dmg(15), EndRdx-I(43)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Kick -- Acc-I(A)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(21)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(33)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), GftotA-Def/EndRdx(25), GftotA-Def(33)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), Efficacy-EndMod/EndRdx(33), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Rchg(40)
Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(34), Dmg-I(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Hibernate -- Heal-I(A)
Level 35: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(46)
Level 38: Frozen Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(40), CSndmn-Heal%(40)
Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Build%(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), Mrcl-Rcvry+(36), Mrcl-Heal(43), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(36)
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Going to answer your questions and then come back with suggestions for your build.
Depending on your overall build, Hibernate could be skippable. However, it is a great emergency power. Not just because it phases you and boosts your regen/recov. It is essentially a 30s time out. Ice armor only gets about 52% defense debuff resistance. If you get slapped with a hefty amount of debuffs and catch it before you faceplant, Hibernate can let you, well, sleep the debuffs off and rejoin the fight fresh.
Build Up is a 'to taste' power. Ice/Ice, with enough recharge, can have fluid ST and AoE attack chains (the aoe chain actually has ST attacks mixed in and the ST chain needs an epic attack to complete). BU does have its merits since you can make those attack chains more damaging for a time (I can fit either chain into the duration of BU - I'll go over them later).
Frozen Aura is useable at all altitudes! Additionally, you can slot in Call of the Sandman: Chance to Heal to have a potentially decent heal (ok so more reliably in patching up minor cuts and bruises, but still fun).
For your Incarnate slots:
Alpha: Make them all! I typically use Cardiac so I never have to worry about endurance and Frost/Taunt get ridiculous range. I also have Spiritual for farming purpose and I also have Nerve because I was experimenting with the +def for the iTrials (with it slotted, I could top 60% with 1 saturated EA).
Judgement: To taste. If you want Cryonic, go for it! I personally use Void Radial for the -dmg.
Interface: Diamagnetic to stack -dmg with CE if you want to stay clear of Reactive for more damage.
Destiny: Rebirth Radial. Now you'll have 2 heals for those fights where the dice hate you!
Lore: To taste.
Now a note about my attack chains that I mentioned earlier. I use Soul Mastery so you would substitute your Ice Blast where my Gloom shows up.
ST: FF > FT > IS > Gloom > IS
AoE: FA > Frost > FT > IS > Gloom (I do this while targetting a bosses. ST whittles down boss while the AoE shreds the lower ranks). -
I also want to echo Gashes remarks on Ice Armor for the original purpose of this thread.
EA should garner more detailed explanation, specifically how the defense buffs work (first target is greater, subsequent targets are smaller). Then, as a selling point, add in that Ice Armor is the only set in the game that can be completely immune to movement/recharge debuffs without outside help or IOs. I say can because some folks opt to skip Permafrost.
Potentially also add in that Hibernate follows those silly nophase rules (nophase for hibernate makes me sad)
Otherwise, the rest of your Ice Armor section is good. -
Note to self: be more explicit with wording in explanations in a post so arguments don't occur lol
LSK,
When considering defense, you either choose to go with Typed (slenfcp) or Positional (mra). Because of the way defense is checked in the game (it uses the highest value that is applicable towards an attack) it is redundant to even consider striving to softcap both kinds of defense. The build I posted from Auroxis explicitly uses positional defense. If you're able to cover all 3 positions, you have essentially obtained defense to all attack types (excluding some Psi). IMO, positional defense is greater than typed, but only if you can get sufficient levels in at least melee and range. AoE defense is gravy on top if you can squeeze it in.
Now, when you say that the 32.5% requires 3 lucks to softcap, I'm pretty sure you're referring to the iTrials' softcap of 59%. Really you would be overshooting this number with 3 lucks. Besides that, you've also got a team's worth of buffs working for you, too. Chances are that 1-2 lucks will be all that you would need anyway while with your team. I understand you're just trying to help and misread the build since all the rage for resist builds is typed defense. Totally understanable.
I'll call my bad on this one, folks, since my original post was off topic. I was just responding to Gashes inquiry as to how Elec/ can cap s/l resists. -
Just for evidence that Elec/ can cap s/l resists, here is a build the Auroxis shared with me when I started a thread about this very subject. In addition this build has at least 32.5% defense to all 3 positions.
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Quote:The fact that Scrapper KM can instantly recharge PS when CS crits makes it better, imo.After rolling my KM/FA Brute to 50 and IO it out to greatest. Only, that it's awesome in fire farms. I've decided to try the combo on a scrapper. My question is simple, is the damage really greater on a scrapper then a brute and can I run this build for PvP?
Anyone that has guide for this build would be great. -
Quote:http://paragonwiki.com/wiki/Regenera...h_RegenerationWhat is the dominator regen cap? Also how many targets does it take to cap it out with drain psyche if you even can. The reason i ask is because i took t4 rebirth and i think i may be over doing it on my farms with my regen.
This really depends on how you have DP slotted, as well as the rest of your build. Mine is slotted to the point that I can cap regen with 8-9 foes. The 2000% regen cap translates to a little over 8% hp/sec. -
Quote:If you're going to take either on /SR I'd rather have Tactics for the Fear resistance.Focused Accuracy is valuable because of the high amounts of ToHit Debuff resistance it gives you, which Tactics doesn't. You can click FA on when you suck a large ToHit Debuff (CoT Spectrals, carnie Dark Servants, etc.) You can use it on demand in which case you kill the offending enemy and then click it off. In this case End isn't generally an issue.
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Never really mentioned anything about Incarnates so I'll do that now.
Alpha - Went with Spiritual to finish the recharge needed for the mg>smite>sl>smite chain and to boost the healing of siphon life.
Judgement - This is mainly whatever you want. All of them have their merits. I'm going to be going with Cryonic so I have a multi-elemental thing going (dark/fire/cold).
Interface - Reactive is popular for increasing damage, but no big deal if you choose to go with one of the other paths.
Destiny - Rebirth Radial all the way. Having a well slotted SL and cycling through your attack chain will handle pretty much any damage you get, but Rebirth will help to prevent you from getting 2 shotted by AVs when the first strike brings you below 50%hp or so. Spiritual in your alpha will also buff the heal/regen of Rebirth.
Lore - I hear Romans and Warworks are the best for ST dps. Again this slot is largely to taste unless you're solely interested in dps. -
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Quote:Siphon Life is your 2nd hard hitting attack after MG. Ideally, you want to shoot for running the MG>Smite>SL>Smite attack chain. Since you'll have healing flames, though, you can slot SL like the rest of your attacks instead of frankenslotting healing into it.I've been looking at several power combos for hours now and I'm thinking DM/FA could be fun if I could just reconcile the redundant powers, namely healing flames/siphon life and dark consumption/consume. I can't decide if its worth it to take all four, or which two to pick if I did skip some, or if it's even worth making to begin with.
Healing flames doesn't depend on hitting surrounding enemies and has a higher heal percentage. Siphon life is an additional attack as well as a heal, however does depend on surrounding enemies.
Consume and dark consumption are almost the same when it comes to regaining end, but consume ups the recovery by 5% where dark consumption does not, as well as having a larger radius.
I can pull the numbers from MIDs if you need them but I don't have time right now. I would really appreciate any help you guys could give me
As to the other two powers you're concerned with, it really depends on your build or your idea for a build. DC does more damage than consume, so you could slot DC as an attack and Consume as a recovery tool.
What are you planning on doing with this scrapper and what are you build goals? DM/FA looks like a fairly decent combo once matured and built up a bit. /FA fills in the lack of proper AoE damage that DM/ has. DM has tohit debuffs that you can stack with any defense you can slap on the build and a heal that is meshed into your attack chain. -
Quote:It could have been me. The builds are, indeed, very similar. I would like to share that I used to have smite/mg slotted just like you do. After looking at the slotting (my CI set was more for endredux I think) Mako's gave more recharge so I decided to put that into MG and CI into smite. Now, by Mids, MG recharges in like 4.39s (I think the target recharge for the chain is 4.488s).Here's another build for variety. Not hugely different from Infini's, though. It's possible even that it was his I originally based mine off of, but I don't recall now.
I went with Soul Mastery as it fit with my concept (for this character, all the darkness stuff equates to ink -- Ink Blast, Ink Beam, Disappearing Ink...). Plus the Soul version of Dark Blast is a great attack, and Shadow Meld is a nice little mini-elude with no crash. Oh, and Moonbeam hits like a truck.
Edit -- just wanted to add for anyone who might take a look that I'm totally open to suggestions on this build if you have any. Thanks!
-JM
I just recently started play my dm/sr again, so I need to finish getting that T4 spiritual alpha. Running the T3 radial right now. -
Quote:Waaaaay too much investment in defense from IOs when all you needed to do is slot your toggles better. And no CE? CE is the 2nd more important power in the set after EA, if not the most important because it is your taunt aura. Taunt only hits 5 targets at a time. CE hits, what, 10? On top of that, the -rech/dmg in CE is there to help out with damage types you have no resistances for. I can understand not taking Hibernate, but most certainly not CE.Here's a build i just made for those who like ice armor alot, not much to say but its softcapped for energy negative smashing and lethal also psionics just barely, the build might not be everyones choice but it is a solid all rounder and can withstand alot, i did not take hibernate for many reasons, chilling embrace either, hibernate because alot of people were saying that due to the new patch enemies now wait until you are out of hibernation that they attack then, also in my experience taunt is also good to keep foes around you and does a good job aswell as chilling embrace, as i said not to everyones cup of tea, but check the build out n see for yourself, by all means give feedback and let me know how it gets on, it is an expensive i will note, but with lightning rod down to 23 seconds, perma hoarfrost and 14 second recharge on EA plus perma hasten its a really good tanker if used right.
http://www.cohplanner.com/mids/downl...96FE01B423E124
You don't get capped HP from Hoarfrost, either. In actuality your numbers are vastly skewed because that FF:Rech proc is toggled on. So you have Perma hoarfrost but 19sec EA and roughly 145s hasten (Mids will say 138 but you have to account for the time after 120s when you lose that 70% rech bonus).
This is what I was talking about in my other post. Sure getting that psi defense is nice and all, but look at the costs you had in order to get it. Fully slotting your attacks for those psi defense bonuses which caused all of your other powers to be underslotted. -
Chances are that that is the most recent and while it may be a good place to start, it is pretty outdated when it comes to inherent fitness and IOs.
First thing you want to focus on is bringing your defense up to 45% for melee, range, and aoe. After that you want bonuses for +hp, +regen, and +rech (not necessarily in that order - more like a balance of the 3).
This is the build I'm currently running. It is a fairly recent respec and I've been having a blast with it. Keep in mind that Maneuvers is not necessary to hit the softcap. I'm just using it so I am a small luck away from the Incarnate softcap (59%) while I'm in those trials. Also, AoE defense is just under 45% without Maneuvers on, but I don't really see it as a big deal (others may disagree). Also keep in mind that there are several ways to go about softcapping. This is just the way I did it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/EndRdx(23), Mako-Dam%(43)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(37)
Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(3), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(23), Oblit-%Dam(43)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34), Winter-ResSlow(45)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), C'ngImp-Dmg/EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(13), Numna-Heal(21)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
Level 14: Boxing -- Acc-I(A)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
Level 18: Dark Consumption -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(46)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), HO:Cyto(25), LkGmblr-Def(37)
Level 26: Soul Drain -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dmg/Rchg(29), GSFC-Rchg/EndRdx(31), AdjTgt-EndRdx/Rchg(45)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(43)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
Level 38: Maneuvers -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(39), GftotA-Def/EndRdx(39), GftotA-Def(39)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Acc-I(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Mrcl-Rcvry+(34), Mrcl-Heal(45), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(50)
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