Infini

Super-Powered
  • Posts

    743
  • Joined

  1. you have 1 too many 5set of purples. so you're lacking a 10% recharge bonus. recommendation: change slotting of subdue. change the dam/rech to dam and swap the dam/end with another one from another set.

    a cheaper slotting for cinders would be 4 basilisks and 2 lockdown.

    change the Hami-Os in char and cages to common damage IOs.

    I think you might be hurting for endurance every so often, but otherwise that's all i've got.
  2. softcapped s/l will protect you from a vast majority of attacks ingame. your mezzes should help to mitigate the rest. if you're going to build for a melee playstyle there's no need to take ice blast or slot up ice bolt. bitter ice blast is ok because it's a heavy hitter.

    but the slotting for other defense types is really hurting your endbar. you've got 2.24end/sec from just running all of your toggles. you don't have enough recharge to make domination come up fast enough to refill when you need it so your attacks that cost more than they probably should are going to leave you tired quite consistently.

    another big issue is that your build isn't permadom. you'll get 1-2 cycles out of it before you have to start from scratch. admittedly, while playing around with the build i made i realize it's a bit hard to build +def and rech to have permadom without resorting to purples.

    then there's the lack of sleet, which is the main reason (outside of theme) that doms go for ice mastery.

    So the build needs to be tweaked a bit more. shoot for about 90% global recharge first. then build up as much defense as possible. 45% isn't completely necessary as i have an arch/dev blaster running 43% ranged and i still rarely get hit. if you can get 33-40% s/l defense you'd still be in good shape and if you really need that extra defense, that what lucks are there for.
  3. A lot of great ideas floating around, perhaps we should compile a list of potential changes for each power and edit it into the OP so it can be seen more readily by red names. My first MM was thug/poison

    I really like the idea of Envenom/Weaken having a chaining effect. I've always thought it would be great if there was a splash AoE that could debuff other foes, but chaining like it's an infection would make poison more unique. Playing off of that idea, what if they acted like the Contagious Confusion proc? Perhaps a 50% chance to do so (or less if that would be overpowered). It would still retain poison as ST centric but have the possibility of becoming AoE with each use.

    Alkaloid I would love to see have the splashing effect. My MM's shelved at the moment but I recall using alkaloid and aid other in order to keep my pets alive. Alternatively, allow alkaloid to heal and give a regen buff to the target for the duration - however long the tox resist lasts. That way, if your pets are getting hit with a few different AoEs, alkaloid can keep healing pets you already healed while you heal the rest.

    The same treatment I'd like to see be done for antidote. Get rid of the cold resist (but keep the slow resist) and make it a splashing AoE. Increasing its duration would be an alternative.

    Neurotoxic Breath seems okay to me. Perhaps increasing the duration as others have suggested or add a -res/def effect to enemies who get affected by the hold (vomitting). They've busy puking so they should be more vulnerable to attack. -Tohit would be alright, as well.

    Elixir is fine as is, in my book.

    Paralytic Poison is ok, too.

    Poison Trap would probably be the first thing changed if I had to guess. Obvious choice would be to just make it PGT from Traps. Someone had a suggestion of making it a location AoE that still slept and drained end (I think). So, maybe clone it after Static Field could be a decent alternative, too.

    Noxious Gas is great at what it does, imo. Seems it's just the delivery that's problematic. A toggle like Disruption Field would be very nice or simply allowing it to be cast on any ally (could toss in modifiers per AT it is used on). More NG, the better. I used to destroy Granite tankers in PvP when it detoggled them and made them puke constantly. Well destroy anything, really. Tried soloing Deathsurge a couple times but I could only get him to 2/3 hp because he kept running away.
  4. IMO, positional is only good if you build for all 3 positions. The exception are hover blasters with ranged defense. Say you build for melee defense on your elec/ tank. While you won't get hit by any and all melee attacks, you'll still get pelted with range and aoe.

    Build for typed defense covers all attacks of that type - from any position. So you have S/L defense, which makes checks against all attacks (melee/range/aoe) that have a smash or lethal component to them.

    Rule of thumb: build to your sets' strengths. Willpower, for example, already has typed defense like Ice Armor. With IOs you build on top of that and attempt to fill in the gaps. Aside from hover blasters mentioned earlier, you should really only build positional defense if you already have some from your powersets (like SR NIN SD).

    Slightly unrelated. S/L defense is popular for squishies because most can get a S/L defense toggle from their epic power pools.
  5. 3 recharge while on SOs. once you slot with set IOs put all of the pet set and recharge intensive pet set uniques in it (4 slots). +10% def and 20% res for your pets
  6. Oh I've seen what you've been mentioning too. Sometimes like 5 minutes to pull with multiple pullers, too. I try to find trees or something to hide behind while pulling with my tank but taunt doesn't seem to last too long, either. Maybe i'm just imagining it.
  7. Infini

    Ice/Ice Brutes?

    I'm pretty sure if my Ice/Ice/Soul tanker were a brute, he would be RIDICULOUS. Right now he's just regular ridiculous.
  8. I prefer pulling them to the doorway by the helipad, where all the adds spawn out of. Easy management of AVs and adds, plus everyone gets a piece of the action (read: iXP and drops). Sure there's a turret, but it's just 1 and can be ignored to get that astral. Also, if you're able to kill the spawns quick enough you'll have a high chance to get Strong and Pretty for more merits.
  9. Quote:
    Originally Posted by plainguy View Post
    Go 50/50 with eradication and cleaving blow in trip mine. Replace all the resistance IOs with Defense IOs. 3 LOTG if you can for the Regen and Hitp point bonus would be nice if possible. But regardless replace the resistance IOs with Defense IOs. Remove the kB IO from Explosive arrow and place it in Combat jump as a defense IO or change the Defense IOs in Combat jump to blessing of Zephry. That will give you 42.5 range defense. Cloaking device is 2.6... So you will be at 45 with cloaking device suppressed and Smoke Grenade will kick it up for 60 seconds with the -ToHit debuff.

    Also this thread might give you some ideas

    http://boards.cityofheroes.com/showthread.php?t=187775
    Thanks for pointing out this thread. After playing my build against lots of romans solo I've learned that my 42.9% is enough to keep me alive before they die. 1-3 shots would hit me per spawn, which even my piddly regen could take care of for the most part. I've even taken him on several Incarnate Trials (without the alpha level shift, even) and have performed much better than I expected. Still able to kill minions and LTs solo, but then the bosses would get me with a couple hits.

    And the build's already payed for itself as I got 2 purples drops on the cim wall in the same day!

    Thanks again, guys. If I feel the need to get that last 2-3% at least I know some good ways to do it thanks to you.
  10. Are the endurance cost numbers for powers in Mids accurate? They look rather ridiculous for Icy Assault. 20 end to use ISC? sheesh.

    This is what I put together. Softcapped S/L and permadom with a melee playstyle.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(17), Dmg-I(40), Dmg-I(42)
    Level 1: Ice Bolt -- Range-I(A)
    Level 2: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 4: Ice Sword Circle -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(5), Armgdn-Dmg/Rchg(5), Armgdn-Dmg/EndRdx(19), Armgdn-Dam%(34)
    Level 6: Frostbite -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(7), Ragnrk-Dmg(23), Ragnrk-Dmg/Rchg(34), GravAnch-Hold%(43)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(50)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Super Speed -- Clrty-Stlth(A), Clrty-EndRdx(50)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 20: Arctic Air -- CoPers-Conf%(A), TmpRdns-EndRdx/Rchg/Slow(21), P'ngTtl-EndRdx/Rchg/Slow(21), Pplx-EndRdx/Conf(23), Mlais-EndRdx/Conf(37)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(42)
    Level 26: Glacier -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Acc/Rchg(27), UbrkCons-Hold/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Dam%(43)
    Level 28: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(29), EndRdx-I(40)
    Level 30: Flash Freeze -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/Rchg(31), FtnHyp-Sleep/EndRdx(31), FtnHyp-Plct%(50)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
    Level 35: Ice Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Bitter Ice Blast -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dmg(39), Apoc-Dam%(40)
    Level 41: Sleet -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(42), LdyGrey-Rchg/EndRdx(46)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Hibernate -- Heal-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Cardiac Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1443;679;1358;HEX;|
    |78DA65935B4F1A511485CFCC801444014101C10B17CB45E4522F8D97A66DBCB4249|
    |A688DD5DA0733D189D258204093FAD6FFD3A7FE88A60F7D6DD3FE09ABA9CF2DDDB3|
    |F601A66102F90E6BAF73CE9E75383BEF37DC427C782C14CFFAA5DE6C9E6CD4DE56A|
    |A7AABD6B0EFE8E79553E110424C74C593F55AB5D5A85DE6CBA746676CA93E6D36F5|
    |77972DAA5E75C6BE72F5C268185512E5C0B55BA305F6EB8671E6C670DBD0EB95EAF|
    |9107E6C55CE2F5AF4CBD3299D198DE645A53EBE59AF9C62DB1DBDD9321A57BD4E43|
    |D4628EBE8B9A904FDB2EBEA9D4B750BF03AE9F80F707909A204B4964187FD5EE2C2|
    |1B290DA24292CD9945D425CA87B80EB0530B20FC4DEC02E347C60D7565453B2AD32|
    |9681913520F6085822AF5DB6695F8034B0C85802C61EB07D1EC81E00713A08079A6|
    |AAB8E59EC7BEF3F8C91C1290DCE511A84C47040312BA53FE6198A65DA7790F75506|
    |798E9B91A0A943B232E4C4762507A0D21C8FAC78D8EC652834C7C715CDC7191538A|
    |3026754E08C1ED20A7E6ECBE6D7B168E023DA0A7C02C6AE81E41DA0D1B2A3D23E1A|
    |54CCBE93938494C8C680B9382301D8C81E64BB16E4970E79B15088DF3DE30756A98|
    |BB03CA2F016BA187FC6D804A2CF39EC329F1BD92332CB08771BE56E5331BCFD8A66|
    |76C6EB4D1C61CEE42BC621E398637C0DAC917D4A8635750369FA37E38E710BD8353|
    |3325E36CEA12638D404879AE05093FCC71B20FB8CB4CFE4B1C2FD02A3C8C801A912|
    |10A2F34AB35D4D7F8694F902CC7D052264989569CE729A394E33C769E6384D1FA59|
    |E975726CFBE304D2D4AA9984477519BE562B5E9117153E1F5DBD9BE6AB14F29F529|
    |F37DCA429FB2DDA7ECDABAF75928509CDEEE956D5FBBA8AAC8EA1C5ABFE9498AF21|
    |2EF3C7C00FCB29AD330DF5ACDD37CAF187B2E53E35D0E2DE323CBF8D832EE3D4FFC|
    |345FAAFF0023A1EDC5|
    |-------------------------------------------------------------------|
  11. The damage of ice powers is from the -spd/rech debuffs they inflict. That said, you could make an Ice^3 dom (take ice mastery for the 3) then build for perma dom and softcapped s/l def and you could be a pretty powerful dominator. I'll take a whack at a build sometime to see what I can come up with.
  12. Infini

    EM/ Brutes?

    I preferred the instant 'surprise' animation that ET used to have. The new one looks cool but just doesn't do it for me like that sucker-punch-of-doom I used to toss around.

    Already deleted my em/nin stalker for an elec/nin and will be deleting my em/ea brute once i'm done using him as a storage house for IO stuff. Like some others, I don't plan on making another one, especially since KM seems like a great substitute so far.
  13. I just revamped my arch/dev blaster earlier this week. Full IOs and now working on incarnate stuff. In mids I usually have 'damaged' set in options to suppress stealth powers but in this case it didn't seem to work. This build has 45% range defense unsuppressed and drops to around 42.9% while attacking. I've noticed it hasn't made a huge difference, but I just wanted to know if there's another set I'm missing or something.
    I'm quite happy with the build as is so I'm thinking I'll either have to fork out for a Glad Armor +def or slot up Nerve for my alpha slot. Most likely nerve, however, is it even worth it or can I go cardiac for +range?

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(45)
    Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(15)
    Level 2: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(45)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(19), Posi-Dam%(37), Range-I(48)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(7), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(45)
    Level 8: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(17)
    Level 10: Targeting Drone -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(11)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(19), Posi-Dam%(37), KinCrsh-Rechg/EndRdx(50)
    Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(25)
    Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), S'dpty-Def/EndRdx(34)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), S'dpty-Def/EndRdx(34)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(46)
    Level 28: Trip Mine -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(43), KinCrsh-Rechg/EndRdx(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), S'dpty-Def/EndRdx(34)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(37), RechRdx-I(46)
    Level 35: Ranged Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48)
    Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(48)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Bonfire -- RechRdx-I(A)
    Level 47: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Partial Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1412;673;1346;HEX;|
    |78DA65535B6F1251103E874B29B702A55CDA72A7155CCA02D17763BDC5A44D1A4D7|
    |C3364850D902010C0C43E9862ADF1BD89F1495B6BA2C657AF3F44A3D15FA0A6B65E|
    |9E8BB33307BA840DCC37FBCD9999EFCC9EB37AFBBC83B1DE19C69DE7EA4AA7535C0|
    |6DB55DBE655A5522B310B63CC2FA8E215A55151CBF2D976A9AAB6D70303FAEAAD56|
    |ABD9EECA97947245ED763C971B10561B5D79E0D8D79ACDBA7CB15EAB54BB4EF235B|
    |7D6A8B8F06D4555CA6ABB53ADB51C83F71604A72FB46A2548536EAAC5556CB51E04|
    |3912FC436CF0F4CDEC314081199E204CEE20F87711524F1196F610368EB3387BC83|
    |56A6A1B210C1C17F5382D3650D9492AEBA7B2292ABB446523608D22CBF81A29D37B|
    |823708D3EF10163E20E424842858B3C83253A109EA3541BD66467B919C1E588BD06|
    |ED1EA7999FB3948B6B24D78B1728A58F70CDA62DB2E421C38BBE864277D0ED2E710|
    |FADEEAF515EE609615DA38A99EC1E90327C8A6BE6124F8152106219790E2DA41CAF|
    |D0C8143AA8722CC338745B734A9A29A97AACDD870E6F1232053CC08393E91E30BE0|
    |8E4C4005444E807282233949B0B36263B31B1899EB11DC45886C2248F710B25B08F|
    |761FDBCC89AFF0E82C32CF493E00742641F413A32E8C6E101316121264C62222362|
    |16C04645D9284D3946538ED194632353CE6610126013222B419F3849A72049A7204|
    |9A7204BA7204707E501D84591B57880FA4E1C12FC26F88320FD45C8FD4378098734|
    |4D59C6F447DCE3C94F045F083E23BC807519F1293224F31550B2F8D6325105023FC|
    |C254F7361799A4BC834BC5FF08387C54D838BD5EF4B63D1FC185318634E8D31A7C7|
    |98153D63C42DAF9986179A715C64750F2F6B7FDF0651A19D27713B077AEA1A7EDF5|
    |F7A2A8DAB0E8F29CE1FD15DDBA68636EC8EE5AFEB7C45E7DFD0F9CB5E2D8BFCFF9D|
    |14F1C0|
    |-------------------------------------------------------------------|
  14. I'm using the T3 regen side on my Icer. With Hoarfrost up the first 10 seconds is over 230hp/sec. I use it when I need a heal. If I need another heal I use Hoarfrost, then hibernate if I'm still in trouble.

    Also using the Seer pets for Fortitude
  15. You're playing it right. Sounds like you're on melee-light teams. Ideally your league should have a handful of aggro managers to switch off holding AVs. If you're the only tank, though. keep moving at a distance so if you do get held you won't get everyone else held.

    Also, don't spam Taunt.
  16. Infini

    Mind Doms in BAF

    Quote:
    Originally Posted by Obitus View Post
    Yeah, but on the upside, the boss-rank 9CUs that reinforce Siege -- and accrue outrageously high +ToHit and +damage buffs just for staying alive -- heavily favor Domination-fueled control powers. Bonus points if they're long-duration powers like Mass Confusion.

    And in the Lambda sabotage phase (the most crucial phase of the trial, arguably), Mind/* Doms are spectacular, particularly if they have stealth.
    This. I run a mind/psi and Confuse is amazing in these trials.
  17. Infini

    Mind Doms in BAF

    If it does repel the Minions, the only way it would be worth it is to go off to the side and turn it on, pushing them into the corner AND keeping your anchor alive since TK does have a bit of a cycle time on it. since that's unlikely, just spam terrify, MH (if no DoT powers are in use), and AoE attacks. if that doesn't work for you, then just join in chasing the LTs around since Mind is in the same boat as Ill with no AoE immob.
  18. Infini

    Mind/Earth

    Trade all of that range defense for recharge... Earth is mainly melee attacks, anyway. If you were playing a secondary that was more ranged, I would say trade the s/l def for the recharge instead.

    Moving on, Mesmerize can be skipped if you don't ever plan on pulling off sleep tactics such as on the LRSF. However, as others have said, it's an instant ST mez on pretty much anything that doesn't have specific sleep resistance (like robots).

    Speaking of sleep tactics, Mass Hypnosis not only is great for this (rather the best for it) but it is also one of your quick AoE mitigation tools. You have T. Domination and M. Confusion, which is good, but you'll find yourself dead at some spawn when you've already used both of those and waiting on them to recharge.

    The other part of this is Terrify - your other quick AoE mitigation. Frankly, I would skip TD before either of those powers.

    You're more than welcome to go with whatever build you think you'll enjoy. We here on the forums are just advising you that you will most definitely have a better time playing as a permadom. Even with no defenses at all. My Mind/psi isn't build for defense. He's build for perma Drain psyche. So I have insane regen and rely on Terrify, confuse, dominate, and subdue (which has 2 hold procs) for mitigation. Of course I'll open up with MH, TD, or MC before doing anything else.

    So, if you decide to revamp your build, drop all the range defense and build up global recharge to at least 90% and three slot hasten. Then you can cap your s/l defense.


    OH! I just noticed your build uses legacy fitness... you don't need to physically choose the fitness pool anymore as it is available inherently at level 2. Soooo fix that too.
  19. Infini

    Squishy Lambda

    Quote:
    Originally Posted by rsclark View Post
    Emp/DP. Alpha+1. Only stealth is IO. Not a def build - nothing more than 15-20%. How would I do the weapon/acid part of Lambda?

    I can't even imagine running past 300 bosses with rocket swarms and living.
    Stealth IO + Super Speed helps a lot. Though I have noticed some Seer mobs seeing me as I run by them.
  20. My Mind/Psi/Ice currently runs 190% total recharge for perma dom and perma hasten. In addition, I'm using the T4 spiritual radial in order to make DP perma. I just unlocked interface and slotted Reactive in it and I'm planning on Ion for judgement (have it made just need the slot unlocked).

    So my inquiry is in regards to Destiny and Lore. I'm not sure which would give me the most benefit. I was thinking of Clarion to boost my mezzes and the stats on DP even more but I wasn't sure if it would be THAT beneficial since I've already got Domination. I could go Barrier since I have no defense (well very little but I never built for it), but I feel Barrier is going to be the most used.

    And I don't have any idea for Lore except that I'd like to stay away from Seers as I don't need any more psi damage and my Ice tank's already going to be getting them (for heal/fortitude).

    Any thoughts, advice, suggestions, etc would be greatly appreciate. Thanks!
  21. Quote:
    Originally Posted by Jakarr View Post
    Ahh will have to keep that in mind.

    Not to sure but I am considering going with Fire Mastery instead of Ice. I find without Hoarfrost I'm at max regen when fully saturated, and without frozen armor I'm 2 small purps away from softcap if they ever get a chance to hit me. So while Sleet is nice and Ice storm is ok going Fire Mastery will net me Fireball and Rain of Fire which along with my Holds/Psi aoes will wipe grps quick. Along with Fire shield which will get me 50% S/L Resistance. And for craps and giggles the self-res is nifty.

    So what ya think Ice or Fire? I'd love another just plain ol AoE that I could toss around. Safer HP/D or more AoE Pew pew
    Hoarfrost doesn't add to your regen. It increases your max hp, thereby increasing the amount of hp your regen/sec. As for your decision of swapping epics - pick whatever you think you'll have more fun with. For a bit of compromise you could go Mace to keep your softcap s/l and have a faster recharging AoE attack and have a -def/-res debuff for hard targets.

    Since you're permadom/hasten, defense shouldn't be a huge deal since you're locking mobs down and sapping their end while preventing them from getting it back.
  22. Quote:
    Originally Posted by The Central Element View Post
    Tbf perma hasten wasnt a aim just a bi-product of the build. However that said your suggests are spot on. I jiggled the build around and this is the result.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 1: Psionic Dart -- Empty(A)
    Level 2: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Hold%(13), GravAnch-Acc/Rchg(42)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 8: Conductive Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(13), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(15), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(25)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(19), HO:Enzym(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Kick -- Empty(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(17)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 20: Drain Psyche -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(25), Acc-I(42), Dct'dW-Rchg(43)
    Level 22: Weave -- HO:Enzym(A), HO:Enzym(23), LkGmblr-Rchg+(23)
    Level 24: Tactics -- HO:Cyto(A), HO:Cyto(33)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(29)
    Level 28: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Sleep/EndRdx(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(33)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(37), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Acc/ActRdx/Rng(37), Mantic-Dmg/EndRdx/Rchg(39)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Sleet -- RechRdx-I(A), Achilles-ResDeb%(42)
    Level 44: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(45), Dct'dW-Rchg(46)
    Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Frozen Armor -- HO:Enzym(A), HO:Enzym(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
    ------------
    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)
    • 11.63% Defense(Smashing)
    • 11.63% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11.94% Defense(Energy)
    • 11.94% Defense(Negative)
    • 6% Defense(Psionic)
    • 11.63% Defense(Melee)
    • 10.38% Defense(Ranged)
    • 6% Defense(AoE)
    • 2.25% Max End
    • 54% Enhancement(Accuracy)
    • 125% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 4% Enhancement(Confused)
    • 38.15 HP (3.751%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 8%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 6.9%
    • 21.5% (0.359 End/sec) Recovery
    • 22% (0.934 HP/sec) Regeneration
    • 10.08% Resistance(Fire)
    • 10.08% Resistance(Cold)




    Still not sure on Jolting Chains tho, tis abit overkill. Considering switching it out to pick up Psychic Scream.
    Helping out with this whole thread makes me want to once again revamp my mind/psi to get softcapped defense. Great build. Some suggestions for your empty slots in Dart and Health. Range IO in Dart - it becomes a pretty decent pulling tool in certain situations with multiple AVs do to its lower damage for whatever reason that is. For health, a Regen. Tissue +regen unique as it will net you more total recharge than a common heal IO.

    Lastly, your debate between Jolting Chains and Psi Scream... Depends on your playstyle. If you play up to the combo's strengths of static field+conductive aura+drain psyche, you can stay in melee and use jolting chain. If you prefer to fight ranged or don't mind jumping out of a spawn to use it, grab psi scream as it does more damage.
  23. Quote:
    Originally Posted by The Central Element View Post
    I went for this, permadom, perma hasten and softcapped to S/L

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

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 1: Psionic Dart -- Empty(A)
    Level 2: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Hold%(13), GravAnch-Acc/Rchg(46)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 8: Conductive Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(13), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(15), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(25)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(19), HO:Enzym(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Kick -- Empty(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(17)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 20: Drain Psyche -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(45)
    Level 22: Weave -- HO:Enzym(A), HO:Enzym(23), LkGmblr-Rchg+(23)
    Level 24: Tactics -- HO:Cyto(A), HO:Cyto(33)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(29)
    Level 28: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Sleep/EndRdx(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(33)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(37), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Acc/ActRdx/Rng(37), Mantic-Dmg/EndRdx/Rchg(39)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Achilles-ResDeb%(43)
    Level 44: Frozen Armor -- HO:Enzym(A), HO:Enzym(45), LkGmblr-Rchg+(45)
    Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(50)
    Level 49: Hoarfrost -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 11.63% Defense(Smashing)
    • 11.63% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11.94% Defense(Energy)
    • 11.94% Defense(Negative)
    • 6% Defense(Psionic)
    • 11.63% Defense(Melee)
    • 10.38% Defense(Ranged)
    • 6% Defense(AoE)
    • 2.25% Max End
    • 63% Enhancement(Accuracy)
    • 126.25% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 49.6 HP (4.877%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 8%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 25.5% (0.426 End/sec) Recovery
    • 32% (1.359 HP/sec) Regeneration
    • 9.135% Resistance(Fire)
    • 9.135% Resistance(Cold)

    Posi's Blast is wasted on sleet. Rearrange and 5 slot Hoarfrost instead with Doctored Wounds. Drain Psyche doesn't 'need' endmod enhancement. Regen is better so 5 slot with Doctored Wounds to keep your 5% and put an ACC IO in the 6th slot. Conductive Aura is also questionably slotted, but the end drain seems to pretty substantial now at -20 end per tick.

    Going for extreme levels of recharge is great and all, but you certainly have some wiggle room to better enhance your powers and STILL maintain perma hasten.
  24. I don't think the higher defense is really necessary. I'd stay normal softcap and focus on boosting other things. HP, Regen, Damage, Recharge. All the defense in the world won't save you if you let those 9CUs live long enough (you mentioned soloing).

    My Icer is doing just fine so far and I don't even have near capped res to everything except ice (which is pointless for these trials). Sure there have been deaths... but that was from the 9CUs that weren't killed and just unlucky rolls of the dice.
  25. Looks good. Watch your end use outside of DP, though. If it gets iffy you can just turn off Tough and be good, I think. Have fun!