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I've been staring at /Storm for the longest time, wanting to roll one up. Then, while assisting some folks on the dominator boards with Earth/ builds, I thought that maybe it would be a crazy pairing for /Storm. I've got a build that I'll post here in a sec, but I just wanted to ask if there were any pitfalls to the combination that I'm just not seeing. I'm currently looking at it I can be chaotic knocking things around or try to control things with Stone Cages to negate the knockback.
Are there any powers that clash with each other in the sets? (Aside from the -KB in Stone Cages)
Are there any powers I could skip because a power in the other set will easily make up for it? (I'm looking at Quicksand and Snow Storm as a possibility for this one but am unsure which I should stick with or just keep both).
Here's the build I made for this combo. It has softcapped Range defense and 152.5% recharge (with hasten running).
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(37), Dmg-I(46)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Stone Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(11), Posi-Dam%(34)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(31)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), Ksmt-ToHit+(46)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), Krma-ResKB(11), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(40)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(13), Stpfy-Stun/Rng(15), Stpfy-EndRdx/Stun(40), Stpfy-KB%(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(17)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(25)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(45)
Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(50)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-Stun/Rng(31), Stpfy-EndRdx/Stun(40), Stpfy-KB%(50)
Level 30: Quicksand -- RechRdx-I(A)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Dmg/EndRdx(42), BldM'dt-Dmg(43)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(42), ExRmnt-+Res(Pets)(43)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1443;693;1386;HEX;| |78DA6D93594F135114C7EF6D070B656B69A12C2D4B0584D60E6DF49D44C4C4040C8| |6E89BC10106DAA4B4CD749A68DC70FB18AE0F6AE2937143DF7DF2D5ED33A82C2E0F| |BE987AE67F6EE924759299DFBDE7FCCFB9F79E7B66FEC2F1362136A7850CCCE48D7| |27969A658B0AD623E6F5ABE53865DB18CBCF0092186EBF69A449F352C3B5B9B0DB9| |04C72A6B6BFAA25DB43696162B1B1BC542AEB01E3C59C89A9659B0F5DAA06DA1484| |9E64CA3446E3F268B25D35CEDACD9574DAB9CCD95DA313F915BCFDA248CCE96722B| |BA6BB17963C5A44FD936AD8BBDB4D304BD97A5504FB5497CF00811139E8F80F6056| |8FE0C8CC648921129073171BE1E25C46D8FE3B94426A912C93B5079EE03071E00CD| |7781D17B40EA21708542BC1CA5799FC3A4BDE6A89780FF0530B2052C93BC89E5B2E| |9A974D61D7C06F450E97D58BFEAF1754BAC1406527F11BA42931616785B58E0FFC3| |B903981D0A019BF46D55E768BD0653DB75C64DA0E306CB3781CC2D204ECBB7ABE5D| |B9328550723C0582567A7DA79E73B542CF01E7092079527C8E22E86499E90DA72E8| |2DAE21FC06E8D9027A5F01415ABC5BE9BAF9683D7CA6113ED361AE44887411B5C9C| |813CEF008C83C069C93F5F156BC7DDC0CFDDC0CFDDC0C839F8035D20DA81A0D708D| |A25CA328D768F07F35BA8A2F374D8C4FE8A88754A2A1AFB88DE16DC60EE33B30F90| |D48EC02EB14155751F15DECE8E04FC62FC61E30F90348FC06B21435A6A2C6B841C7| |B941C7B941C7B92527B94F13DCA7926A36A1363DD18F4D7BC9945417968C70817B0| |18D3CBABA089D2F628A2F628A2F622A8C660D932EAD92A65917D55C7F54951E11AB| |5BAA89066FBAC19269B01C69B01C6DB0CC355816B4FD1F5948585A02FB3F6975DB4| |F5EA9BC29D463B76EF2C8B3384DF80C97E534B0E38E9940CC5EDD24E5302ADDC558| |F03B365EEC9C6B6CB8C6CBAEF17488F2A9F13F3723F90A| |-------------------------------------------------------------------|
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Right here's what I came up with. Build uses Leaping, which can be easily swapped out for Flight. Some build highlights:
Softcapped S/L/E/N
Capped HP with Hoarfrost active (includes +hp accolades)
39hp/sec regen with hoarfrost active (1.1% hp/sec)
145% global recharge with Hasten active
Net recovery of 1.91end/sec without DN on - 1.54end/sec with DN on (includes +end accolades)
CE and DN on their own do -35% dmg
Opted for Repulsing Torrent instead of Focused Burst for a little more AoE mitigation (and it's fun to use)
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: Kinetic 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(5), Dct'dW-Rchg(9), Dct'dW-Heal(25), Dct'dW-Heal/EndRdx(37)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(50)
Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(37)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(37)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Chilling Embrace -- EndRdx-I(A), Taunt-I(50)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), GftotA-Def/EndRdx(13), GftotA-Def(33)
Level 14: Super Jump -- Empty(A)
Level 16: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(17), M'Strk-Acc/EndRdx(21), M'Strk-Dmg/EndRdx(40)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(33)
Level 20: Power Siphon -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(21), GSFC-ToHit/Rchg(46), HO:Membr(50)
Level 22: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/EndRdx(25), Posi-Dam%(34), FrcFbk-Rechg%(46)
Level 24: Boxing -- Empty(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), Efficacy-EndMod/EndRdx(31), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(43)
Level 28: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Rchg(29), Erad-Dmg(31), M'Strk-Dmg/EndRdx/Rchg(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 32: Hibernate -- Heal-I(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(36)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/EndRdx(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(42), Decim-Dmg/EndRdx(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), GftotA-Def/EndRdx(48), GftotA-Def(48)
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
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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(17), Numna-Heal/EndRdx(43), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;707;1414;HEX;| |78DA7D93CD52134110C767B31B212140C2870922218940209885949E3C68A168150| |52983A8372BAECB082B31899BA4FC3879F101D483967A551FC02FF40DFCD627F0AC| |25EA0B58B1F3EF21A42A556E65F39BFD4FCF74F7744FF6DA7C40889B4784163856B| |02A95FC69ABB8215D6FD65A736CD1218488B0929F971765B122CD055BE6E7DCCB25| |77584D6465414A73D129CAAA63E7E7AA55CBDE082D14D7A52B8B55737B10C8954A0| |573495A65A7B8D68D8F13CEDA7A95BEFCF85A294BB9DABB6DB52ADDCABA530E1F2F| |3BB679D4AD55657EA5542BE4B356A52ADDEB110A6C8ADE773EFAD3E81575432CD12| |0238C2CD09903222781B145E05248A887CC738484F02C039DA7809E1520E38886F9| |46486D4EE6DA79481E1BD8B50AF8253066010532D795B9CEE6C67FCC3F50EC5E8E5| |D78E390DE93D4C192D6C1522603ECA652F8D48C6F90061191FC4B5F23E22DADE9E2| |19BD8B670241641B30084911EB04C2B443374727BAEBF4884FB4B29715BDF706DC0| |4AF020315207905F84C7621E521C41EFAD8435F3F101B004A947FBFDAAFFFA9071B| |3D01D28F81CC219A33745124C34136F40E3EE3FC5E315E0091E7407C1348DFC26A8| |D1208AB04C248E00B0536840AD5BD431CD81EE5629BD1DB581BBF03A4EE0265F23F| |AC0A35BCE5699CE2DE9F8C1F40F43B10AFC17F821C8F70FE9E91694851468CF195E| |21855918D8E41D2694D429D59228A02EC8B33128C51C0A550C65528E3DC3313DC33| |13DC3313DC3349EE199BFA6B52994FDE138D1DA61E301E321E01A9FBC037BADBD3A| |A22D36F90FBFE4DC66BC64BC0A0684D15ADC90739C3159EE11E9AE11EFA4889CEAA| |969D0D6B3831A379A5E8D7A8CA94D1BC93F554DBEC6C9B9269530EB42907DB94A53| |62567346FABD0A0F882CD0B59DFF2D3AC0A5D4BE3307FEF48BA7616E906CF00A965| |207D1829FE6A5D3A89A57F76244D8B41EA61E4FC0D8D7D9E6B195B2DE30B2DE37F1| |F02EDAA| |-------------------------------------------------------------------|
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Quote:The defense of your build will never be meaningless. There will always be that one mob that you miss or is more resistant to you mez effects. The defense will give you some breathing room to stack on more effects. As far as permadom being an exploit, I would agree with you if the devs had changed domination to ignore recharge buffs (similar to SoW from Willpower). However, even with the +dmg it used to give, I would really consider it "abused" rather than and exploit. As a result, the +dmg was removed, yet we were still able to achieve permadom. Whether it was intended or not, I think if the devs were to change it so that permadom were impossible they would lose faith from the player base.Thank you all for your insight! I understand that being a permadom is far more beneficial than having high defense. One of you brought up the fact that enemies cannot hit me if they're flopping and being dom mez'd.
As you are all probably aware of, making a permadom is a long and expensive process. I have not made one, but that is the impression that I am getting. In my opinion, permadom is an exploit. I don't think the devs intended on there being permadoms. However, the devs have done nothing to stop permadom yet.
Still, I am concerned that by the time I make a permadom, should I go that route, that the devs will have made permadom impossible, maybe by making it so that Domination is not affected by any kind of recharge whatsoever.
And as I said, I think permadom is a huge exploit. I'd rather play the dom archetype the way it's meant to played. Yes, I am missing out. Some of you opened my eyes to the fact that I would be missing out on more than I thought by not going permadom.
Even if the defense in my proposed build is somewhat meaningless, I still like the 66% acc bonus! Doms are an awesome AT, and I think that I would have a lot of fun with my build. Thank you for all your feedback!
All that said, it isn't like attaining permadom is a cake walk. Unless you're already rolling in cash or merits, it can be a lengthy process to get it. This is one reason I think permadom itself has been left alone. In addition to that, the devs have stated many times that the game is not balanced while taking IOs into account. Prohibiting permadom would also go against this claim. -
There's another thread that discusses the merits of ice/km. I highly recommend going soul mastery instead for darkest night as it helps plug up some mitigation holes in ice armor due to the -dmg. Later, adding in Paralytic and Void incarnate powers, you can potentially floor the enemies' damage.
Regarding your build, why not just use 4 kinetic combats in quick strick and slot something else in concentrated strike (like crushing impact, using the leftover slot to do the same to smashing blow)? Going for positional defense bonuses on a typed defense build is inefficient. Also, EA could use more of a balance between def/rech/endmod slotting (the extra defense helps a ton in incarnate content). Needs more regen, too. I like to shoot for at least 1% hp/sec on defense builds.
Later tonight I'll try to work on a build to compare/contrast ideas with you. -
You could also swap slotting of gun drone to 6 pieces of expedient reinforcement. Large range defense boost and a recharge bonus, too.
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Reorganized your build. You had way too many +10% regen bonuses so I cleaned that up. Brought you range def up at the cost of 5% recharge. Only set bonus over cap now is a 9% Acc. Has more Regen and HP, which is also essential to SR in addition to defense (especially since you have no heal).
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
KKR: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Gambler's Cut -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(25), T'Death-Dam%(45)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(37)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(37)
Level 4: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Rchg(11), Oblit-%Dam(23), Oblit-Dmg/Rchg(45)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Divine Avalanche -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg(9), Mako-Dmg/Rchg(11), Mako-Dmg/EndRdx(25), Mako-Dam%(45)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
Level 14: Super Speed -- Empty(A)
Level 16: Boxing -- Empty(A)
Level 18: The Lotus Drops -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(21), Erad-%Dam(23), Erad-Dmg(46)
Level 20: Quickness -- Run-I(A)
Level 22: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(43)
Level 24: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(43)
Level 26: Soaring Dragon -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(27), Hectmb-Dmg/Rchg(27), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(29)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(50)
Level 32: Golden Dragonfly -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39)
Level 41: Elude -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(42), RechRdx-I(42)
Level 44: Combat Jumping -- GftotA-Def(A), GftotA-Run+(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 49: Super Jump -- Empty(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), Numna-Heal(50), RgnTis-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
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Quote:I have the same experience with my Mind/Psi dom. Sure I could sacrifice some of my 120% prehasten global recharge to get some meaningful defense, but then I'd lose perma DP... and perma DP is just amazing. Point is, no need for defense if everything isn't shooting at you anyway.You are really really going to miss not being perma dom.. By Earth/Fire/Fire has no defense built into it whatsoever. but when everything is held, stunned or flopping all over the floor.. It cant hurt me anyway.
At the very least, a dominator should strive for the basic perma dom, which is about 85% global recharge with 3 slotted hasten. You CAN get away with less recharge (I think 70-75% is the absolute minimum) but then you have to be really vigilant on watching for dom and hasten to recharge and use them immediately. Once you get around 85% it's much easier to maintain. That really is all you need since domination no longer grants +dmg. For the sacrifice in defense you get complete mez protection, which is way more beneficial, imo. What good is all that defense if you're held and subsequently dead?
Then again, Earth/ does have psuedo pets that don't benefit from domination, anyway. And the ranged defense + hover build does work wonders (I have an arch/dev blaster that does this with only 43% defense and rarely gets touched). However, don't you need to be on the ground to use some of Earth's powers? -
Quote:Thanks for the name of that interface. I felt too lazy to look it up. Going heavy on the -dmg is beginning to look more appealing to me. I might have to work up to crafting Paralytic for certain fights on my tank. My Ice/Ice is currently using Reactive but also uses Void.Paralytic is the Interface with -dam. It can stack up to four times I believe with each application adding 5% -dam for ten seconds. It also can proc in Icicles every ten seconds (right now only on a single target but that's a known bug that will hopefully be fixed soon). Figuring 35% from Darkest Night (16 targets) and Chilling Embrace (10 targets), plus you can maintain a pretty solid 15% -dam from Paralytic Interface with PBAoE, cones, AoE, and Icicles. It should be possible to stick pretty close to -50% damage on 10 foes in melee range before even adding Void or the additional -dam from KM.
-dam tops out at 90% which is easy to get from Void Judgement.
I did Axe with Ice but I don't know that I'd recommend it. Axe is toward the bottom of the stack when it comes to secondaries I'm afraid. I love my character too much to start over though. -
Quote:Just curious as to how you're not picking a fight, yet pointing out the potential ignorance of others from a single word with no other contextual information.I'm not at all interested in picking a fight over this, but I thought I'd chime in since people are professing genuine ignorance about farming motives.
I don't do it because I'm greedy. I like loot and influence as much as the next player, but nothing in this game seems too difficult to get with a minimal amount of effort. Other than PLing, farming doesn't seem necessary from a greed standpoint.
Whether you farm for influence, recipes, tickets, or xp, it can be tossed under the category of greed. I farm, too, when I need that extra bit of income, want to help some friends get some levels, or am just bored and don't feel like running any missions. More recently I've been farming to fund alts and revive some older characters. I wouldn't deny that I have greedy motives behind some of those examples. "There's an exception to every rule," of course, and I never intended the use of "greed" to describe farming as evil or anything. Just a comment. Feel free to disagree, anything pertaining to this subject is personal opinion, anyway. -
Ice if you like fighting large mobs. Mace for single hard targets like AVs. Sleet and PR both have the same cast time and while PR has a longer debuff duration, Sleet is AoE. Additionally, Sleet+Ice Storm have more -speed/recharge to stack with your psi powers. A plus for Mace would be its shield also granting energy defense for you to build on so softcapping s/l/e would be quite feasible and useful for things like incarnate content.
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Quote:I want an ice armor tanker and can't decide on a secondary. I want to mainly do trials and yes I am aware ice is only defense and is horrible against psychic damage and higher tohit mobs but I love ice armor. I used to be ice/energy 50 back in the day but energy annoys me now.
I am stuck between dark for the tohit but not a huge fan of, eletric armor which lighting rod is tons of fun... and know I dont' want ice melee.
Any suggestions. I don't mind spending billions if needed to make the best ice armor build available. With the perfect IO's and incarnate powers.
Thanks
Lonely chicken
If the current options were available when I made my ice/ice tank I probably would have made an Ice/Elec and a Shield/Ice tank. Yes, Ice Armor is primarily a defense set with the only resistance going towards cold and fire damage. However, it also has a recharge and damage debuff in Chilling Embrace, which kind of fills in that psi hole. Some time ago there was a thread about someone wanting to capitalize on that -dmg component by using Kinetic Melee, Soul Mastery for Darkest Night, and the Incarnate powers that have -dmg. I was tempted to make an Ice/KM too, but it ultimately failed (I love my Icer too much).
So, if you want to get the most out of Ice Armor, I'll vote KM to pair with it for the -dmg synergy. Then take Soul Mastery. DN and CE add up to 35% -dmg added to whatever you can get out of KM. Void Radial adds 50% -dmg and I'm not sure about the Interface that provides -dmg. I think in the thread I mentioned the peak numbers were up to 100% but I'm sure that gets capped off below 100%. Obviously, these peak numbers would be against single targets. Against groups you'd have the 35% + Burst + 50% from Void Radial.
Also, Repulsing Torrent is a fun power! -
Quote:Ring of Fire is good with 1 slot. 1 Acc IO or an Endoplasm coupled with any +tohit/acc/rech in your build means you have a good, stackable/spammable immob power. Same goes for Fire Blast. 1 Acc or Rng IO or a Nucleus or Centriole will make a good pulling power or finisher for runners with low health. Either of those would be more useful than a single slotted Melt Armor or Char. Even Char with an Endo would be better for those time you need to hold a pesky foe (like a Sapper) before you defeat it.What do you mean it's not a prerequisite? It could be. Fireball...which is what I assume most people who farm take Blaze mastery for...is the level 47 power. You have to take two lower-level powers as prerequisites.
Bear in mind my entire premise is that farmers (and many non-farmers) won't be slotting anything from Blaze Mastery except Fireball. The choices are:
Ring of Fire -- bad /useless with 1 slot.
Char -- bad /useless with 1 slot.
Fire Blast -- bad /useless with 1 slot.
Melt Armor -- not very good, but can add damage to your AoEs with only one slot.
Fireball -- the goal.
So, if you're taking prerequisites to get Fireball, leaving them one-slotted, and you're never going to click them, it doesn't matter which ones you take -- there's no reason to avoid Melt Armor because even if it sucks, you're never going to click it.
If you ARE, however, occasionally going to click one for a little usage, Melt Armor --even one-slottted -- can help a couple of fully-slotted AoEs do a bit more damage. Clicking Char, Fire Blast, and Ring of Fire (one-slotted) will NOT improve your attack chain in any way.
With the stipulation of never or rarely using these powers, the other 3 have more situational uses because they are things you can use every fight (except Char, depending on global recharge). -
Quote:In the first post I made in this thread I did state I was not an expert on either powerset (as in I have never played either). If FB is great on doms, then by all means take it. I was simply unaware of this tidbit.The Earth/ Immobilizations (ST and AoE) have a -FLY component. Beyond this aspect I found them useless and a subpar choice on Dominators. Ultimately I skipped them both in trade for other power selections.
Not trying to be mean or anything but I'm perplexed as to why you would advise someone to skip Fire Breath?
Unlike its incarnations in other ATs, Fire Breath is an outstanding power on Dominators and is a great source of early AoE damage. IMO its a mistake to not pick this power up as soon as its available. I about @#$% myself the first time I used it......its that good!
I can see folks skipping Combustion because its executed within Melee range and is a DoT in nature......but don't skip Fire Breath. -
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Using low level IOs...
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Villain Profile:
Level 1: Stone Prison -- Volly-Acc/Dmg(A), Volly-Dmg/EndRdx(3), Volly-Dmg/Rchg(7)
Level 1: Flares -- Acc-I(A)
Level 2: Fossilize -- Volly-Acc/Dmg(A), Volly-Dmg/EndRdx(3), Volly-Dmg/Rchg(7), Salvo-Acc/Dmg/EndRdx/Rng(15)
Level 4: Incinerate -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(5), B'ngBlow-Dmg/Rchg(5), P'ngFist-Acc/Dmg/EndRdx/Rchg(17)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Fire Blast -- Volly-Acc/Dmg(A), Volly-Dmg/EndRdx(11), Volly-Dmg/Rchg(11), Salvo-Acc/Dmg/EndRdx/Rng(17)
Level 12: Stalagmites -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(13), Stgr-Acc/Rchg(13), Stgr-Acc/Stun/Rchg(15)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(19)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(21)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
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On SOs I would do something like this (just using a 1-21 build).
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Villain Profile:
Level 1: Stone Prison -- Acc(A), Dmg(3), Dmg(7)
Level 1: Flares -- Acc(A)
Level 2: Fossilize -- Acc(A), Dmg(3), Dmg(7), Dmg(15)
Level 4: Incinerate -- Acc(A), Dmg(5), Dmg(5), Dmg(17)
Level 6: Quicksand -- RechRdx(A)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(9)
Level 10: Fire Blast -- Acc(A), Dmg(11), Dmg(11), Dmg(17)
Level 12: Stalagmites -- Acc(A), RechRdx(13), RechRdx(13), RechRdx(15)
Level 14: Super Speed -- Empty(A)
Level 16: Embrace of Fire -- RechRdx(A), RechRdx(19)
Level 18: Earthquake -- RechRdx(A), RechRdx(19)
Level 20: Combustion -- Acc(A), Dmg(21), Dmg(21)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;916;364;728;HEX;| |78DAA592CD4BC33018C6D3A573EECBAECE83CA7032F1E2A1287A17D9260C3618F80| |78CB8853550DBD2C6E16EFEC37E5C14F5525FDAB7DDBAE0C9407992DFF326CFDB36| |A3A75E8D90E76BA2195D8785E1A4E73D0897492F288ED85C4C498910D2CEE0A4EBB| |932F01CABCF0269A7AB35FF260CD9A323AD5BC18365BA3207AECD03EE4A2B9D54C6| |1E1C72E7733EABC5D32167BE70E766BC18B80B118A7BE108B934527BC683D016FE7| |1DF17536B1538E40BC1A4CDDCC988851242F7A1E153780E28C1111562D12929D044| |B7503F0A590D496B0EC1D31246B53FF6EDA07EC27E8AB5146B759AD7066A0BB4885| |94533611DF8BA25ECB1846C7B43BF20A38C1965CCA8D0BCA61947A055ACAD626DCD| |CCEB0EEA0904D7B19F7A04837C43929110CDC0AA5DD4369C6CA2676E783FB0AF896| |FD1C4D43D9AD7E81FA3A5AFFDA5B8D3CE8A44678A7BAE900B855C2AE44A2143858C| |F5EC6E102D26E5467603A2970AB8DABAFBA6905785BC2BE4173653E61C| |-------------------------------------------------------------------|
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Quote:I used to run Surge of Power on my mind/psi dom. That power plus Drain Psyche is ridiculous.Blasters DO have a bit more HP, but that's in the form of having the highest base HP of the squishies, not a higher HP cap.
Drain Psyche, slotted up for heal and recharge, is great for patching up the incidental damage you're sure to take pretty much every mob. However, your caps are too low to build any meaningful mitigation with healing alone, so you're better off getting some defense or just soft controlling and killing anything before it can really hurt you.
Also, grabbing all three of Hoarfrost, Drain Psyche, and Aid Self for healing is overkill. Grab two at most, then use the leftover power spots to pick up another type of mitigation to get some layering going, like Surge of Power or Force of Nature. -
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Quote:Other than the fact that scrappers can go a little crazier on extra toggles because of QR, I don't see any major differences in slotting /regen as a stalker. I have a km/regen scrapper I've been leveling. Planned build is 33% s/l defense and ~60% recharge. You could definitely shoot for the same goals as a stalker, for example.So often people create these OMGSOAWESOME builds...But they forget the most important part of the character - The Leveling process. I bet more than half of "This will be my new toon" characters don't make it past lvl 20.
Would you say that /Regen is slotted differently for Scrappers, than Stalkers? I mean besides Hide. -
I have an EM/EA brute, too. Unfortunately it's been shelved and is awaiting deletion because of the changes made to EM/. The set just feels too slow and lacks that BAM! feel from how ET used to animate. /EA can be made pretty decent with IOs by softcapping defense.
I also had an EM/NIN stalker that has already been deleted because of the changes. -
/Earth looks to encourage a melee-centric playstyle. With that in mind, I threw this together. It has perma dom, but you would have to keep an eye on hasten and domination and click them pretty much as soon as they're up to maintain it. Adding purples to the build would remedy this but I'm in a habit of making build without purples, nowadays.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Stone Prison -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(11), Decim-Dmg/EndRdx(34), Decim-Build%(42), Dev'n-Hold%(48)
Level 1: Stone Spears -- Range-I(A)
Level 2: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(19), Dmg-I(37), Dmg-I(43)
Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg(46)
Level 6: Tremor -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Rchg(7), Oblit-Dmg(34), Oblit-%Dam(40), FrcFbk-Rechg%(48)
Level 8: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(31), Stpfy-EndRdx/Stun(40), RechRdx-I(43)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
Level 18: Earthquake -- DampS-Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(19)
Level 20: Heavy Mallet -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(21), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), Mako-Acc/Dmg(48)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(46)
Level 24: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(25), EndRdx-I(46)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31)
Level 28: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(37), Dmg-I(43)
Level 30: Boxing -- Acc-I(A)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
Level 35: Mud Pots -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Dmg/Slow(36), TmpRdns-Acc/Slow(36), TmpRdns-EndRdx/Rchg/Slow(36), TmpRdns-Dmg/Slow(37)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/EndRdx(39), Posi-Dam%(40)
Level 41: Sleet -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
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Quote:Frostwork is skippable, however, not in the sense that you should avoid it like the plague. It's useful to help other players hit their HP caps (helping tanks with DP like powers save them for when they need a heal, etc...). It's also useful for your pets, too. I have a cold/rad defender and it's pretty funny when I use it on my veteran buff pet that has like 10hp and negative resist values. It's HP shoots up to like 1100hp, which is useful since foes like to target it instead of me. It doesn't require a lot of slots to be effective, either. You could reasonably get by with the base slot for a recharge enhancement so you can cast it more often. Mine has 3 Numina IOs in it. Bottom line, unless there's something more beneficial to you that you'd like in your build, take Frostwork (extra slots optional).Thanks for all the replies.
I just have a few questions regarding some of the Cold powers. Firstly, is Frostwork worth taking? I have read on the forums on occasion that many people have mixed feelings about it.
Earth Control looks interesting, and I was thinking of either pairing Cold with Fire, Earth, or of course Ill. I really would like at least 1 pet, as was mentioned earlier.
With the shields and Arctic Fog on, I figure thats about ~23ish defence enhanced per pet and/or other player. Assuming these buffs are applied to squishy pets, such as Imps or Jack Frost, would that greatly increase their survivability?
And finally, alot of the powers in the Cold set seem to scream +recharge, how difficult would it be to perma some of these powers, such as Heat Loss most notably? 1min 30s duration compared to a 6 min recharge, that seems pretty substantial?
Thanks again for the responses.
For your shields and arctic fog - you're right in it being about 23% when well slotted. Add maneuvers to that for another 4% (well slotted). Not really huge for your pets, but on teams it's quite nice and your teammates will love it.
Benumb and Heat Loss are permable, but require a hefty amount of recharge to do so. My defender is running on 138% and I have a 20sec downtime on HL and a ~7sec downtime on Benumb. -
Some time in the 20s (so level 25-30 IOs). I don't completely slot my powers with IOs though. I try to get some dual or tri-aspect ones and slot those in 1/2 to 3/4 of a power. In attacks, for instance, I try to get some endredux and rech from these IOs and some acc and dmg if available. The remaining slots will get SOs for acc or dmg depending on the IOs I get.
Toggle powers, on the other hand, I tend to use common IOs unless it's a damage aura. High recharge powers usually get common IOs, too. Even slotting half of all your powers with IOs will save you inf in the long run as you'll never have to replace or upgrade them. -
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Quote:speaking of dmg buff 1 of the powers in Soul Mastery offers a per target dmg buff that is worth up to 40% is it worth it? requires the user to get into melee range which sound like a bad idea for a squishy
Soul Drain? Eh, I'd recommend something else as the PPP version has double the recharge. FS and SP should take care of your buffing needs. Also, while it does seem like a bad idea for squishies to be in melee, kinetics greatly encourages it once you get FS. Basically it's a jump in, use FS, and then back off to just outside of transfusion's effect range. Siphon speed doesn't help matters, especially once you've grown accustomed to keeping it double stacked and even triple stacked depending on your IO build. Suggestion for that - take hover as it will slow you down enough to have some movement control while under siphon speed effects. Hover's also good for hovering over a spawn, just outside their melee range. This lets you get all of your buffs with less risk.
EDIT: I wrote sleep instead of seem... I need to stop making posts in the whee hours of the morning while I'm at work lol