Infini

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  1. Overall the build looks good to me. I don't have any experience with Electric control, but if you feel like you could use some slots elsewhere in the build, I'd take them from Psionic Dart. My mind/psi just put a Range IO in it as I rarely use it, though I got great results using it to get single pulls at the end of the STF. Losing one set of Decimation won't break your build. You'd still have permadom.
  2. I ended up dropping Confront for Tactics to get confuse/fear resistance that way. Took the slot from Revive to get Tactics 3 slotted. Plus the Touch of Death set have less Acc than other sets.
  3. Could you post a data link or the copy/paste code for your build?
  4. Quote:
    Originally Posted by Katten View Post
    I'd say take a look at this http://boards.cityofheroes.com/showthread.php?t=253063


    I know it's a KM/Regen build, but you'll find it's a very VERY similar set (mostly single target, one short range PBAoE, mixture of stuns and KD/KB. The only really different power was skipped anyway (the cone power).

    So what you can do is import that to mids, exchange the Kin melee tab to martial arts, and tweak it to fit your preferences.

    Honestly that build is about as good a /regen as I've seen, kind of expensive, but a good goal to have in mind.

    First, thanks for referring my build, Katten. Quite flattering lol.

    Edit: Forgot to mention that I didn't put a travel power in the build. With the addition of ninja run and beast run, I've found myself no longer including travel powers in my builds. The exception being Super Speed for my characters that stealth, or Teleport if I can squeeze it in. Ninja run is satisfying for horizontal motion and hover makes up for the vertical limitations.

    Alright, That_Ninja. I did what Katten suggested to you and took my km/regen build and just swapped powersets. I don't know much about the efficiencies of MA, as simply swapping powersets makes the build lose crane kick. However, compared to my km/regen, this build gets a little more melee defense and keeps the same level or recharge.

    Also, this build is slightly different than the one that's linked in Katten's post. I dropped Confront for Tactics for confuse/fear resistance. Though, that's subject to change since my scrapper is level 15 at the moment and I constantly find new ways to optimize my builds... my dm/sr scrapper is going through his, at least, fifth refinement after I thought I had settled on a great build.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
    Level 1: Fast Healing -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(23), Numna-Heal(48), Numna-Heal/EndRdx(50)
    Level 2: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
    Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 6: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit(40)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13)
    Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), Numna-Heal/Rchg(21)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(46)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(36)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(46)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
    Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 28: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(45)
    Level 35: Revive -- RechRdx-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 49: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(50), GSFC-ToHit/EndRdx(50)
    Level 50: Spiritual Radial Boost
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Mrcl-Heal/EndRdx(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13)



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    At the very least you could get some ideas for your scrapper from my build. Mids is an amazing tool and it's fun and easy to use if you have an idea of what you want with the build. Just remember some powerset combinations are easier to manipulate than others to get your desired set of bonuses. When I started building my km/regen, I knew ahead of time I wanted a decent amount of recharge and defense then the rest +hp/regen/rec. It worked out that I could focus on the recharge with regen and the defense with km.
  5. Quote:
    Originally Posted by Telperion View Post
    Another vote for You Don't...with psi def bonuses.

    Hoarfrost + Max HP from set bonuses and accolades gets my ice/fire tank to the HP cap; that's a ton of mitigation right there.

    Consider getting and slotting Darkest Night from the Soul Mastery pool. The debuff is excellent, and Energy Absorption gives you the end to run it while still attacking full-tilt.
    This. Not only does Darkest Night have -to hit to stack with Ice Armor's Defense, it also has -damage to stack with Chilling Embrace. Haven't checked real numbers ingame, but Mids has a 14% damage debuff from CE and 21% from DN. That means the potential for 35% damage debuffs to foes who can't resist it. Add that to +Hp from Hoarfrost and IO bonuses and you have a pretty decent amount of mitigation on top of your defenses. In terms of Psi damage, my Ice/Ice/Soul tank doesn't get hit by EVERY psi attack thrown at him. I've tanked several Psi AVs and, while I do get hit more often than attacks I'm softcapped against, I don't worry about it unless both Hoarfrost and Hibernate are down.
  6. I put the DWs in revive just to get a lil more fear resistance since regen has no protection to it. It isn't a whole lot altogether, but I think it's better than nothing. The regen/recov numbers look pretty comfortable to me.

    As for Confront, I really didn't know what other power to pick besides another toggle. I figured the extended range would be good for pulling or hover tanking AVs if the situation arose. Although I suppose I could drop it for tactics, which you help with confuse/fear and the lesser amounts of acc that touch of death grants.

    Thanks, Katten
  7. Damage would be nice and all I can really say is that if you're using it outdoor, just teleport mobs straight up for fall damage. Really fun to do when you're 50 doing it to level 5s in the Hollows - takes forever for them to come down.

    If you have the slots, I'd say slot for acc/rech/range. The range portion only affects the max distance from the mob you can activate the power, which gives you more opportunities to use Wormhole while out of sight.
  8. Quote:
    Originally Posted by _BAS_ View Post
    I'm a little confused; so I should start at 25 to get IOs to frankenslot my build, and just keep working at accumulating more and more enhancements over the levels until 50? But wouldn't that leave most of my build enhancement-less? Or should I slot everything with SOs, then fill them in with IOs as I go, only upgrading the SOs that haven't already been replaced?
    Sorry for the lack of clarity. The way you go about doing it really depends on your funding at the moment. If you have the money, then go ahead and frankenslot the powers you have - with whichever ones you can afford, leaving 1 slot per power to fill in with SOs if you'd like. If you don't have the money to do it all, then I would say at least still focus on frankenslotting your attacks to make them as efficient as possible and fill in the rest of your powers while you play and get drops.

    example - you slot an attack with a few acc/dam/rech, acc/dam/end, and an acc/dam/end/rech. At the lower levels, your acc should be ok, as well as the end/rech aspect but you may want to toss in a damage SO to help cap the damage for that attack. Then all you would have to do is replace that SO every few levels instead of all of the enhancements in that attack.

    hope that all makes sense. still a little out of it from the night i had last night
  9. don't worry about slotting DP for endmod. doesn't need it. 6 slot with 5 doctored wounds and an ACC IO and call it a day. for the rest of the build, I'd have to agree with mack and just go ahead and frankenslot everything until your ready for your final build. I typically start doing this when I'm between level 25-30. this way you also won't have to upgrade enhancements every few levels, which will save you tons of inf on your way to 50.
  10. I'm working on a km/regen scrapper and I posted her endgame build for review but no one did. It's only got 55% recharge, but 30% melee defense and 18% ranged defense. The lack of recharge would be made up by Spiritual Core Paragon Alpha.

    here's the build
    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
    Level 1: Fast Healing -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(23), Numna-Heal(48), Numna-Heal/EndRdx(50)
    Level 2: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
    Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 6: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit(40)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13)
    Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), Numna-Heal/Rchg(21)
    Level 18: Burst -- Oblit-Acc/Rchg(A), Oblit-Dmg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(36)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(46)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), HO:Enzym(25)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
    Level 28: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(45)
    Level 35: Revive -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(50)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 49: Confront -- Zinger-Taunt/Rchg/Rng(A), Range-I(50)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Mrcl-Heal/EndRdx(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13)



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  11. I don't have much experience with either of these sets and this character is currently level 11 so this is my proposed endgame build. I tried to build it to achieve a balance of +rech and defense while enhancing regen/hp/recovery. Is it worth having multiple Performance Shifter procs? In regards to Kinetic Melee, would I be able to get a decent attack chain? I was thinking lead off with Concentrated, then some combination of body blow, smashing blow, and focused burst until concentrated is back up.

    Any insights to how either set plays while leveling up - and if this looks up to snuff - would be awesome!

    Here's the build:

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
    Level 1: Fast Healing -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(23), Numna-Heal(48), Numna-Heal/EndRdx(50)
    Level 2: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
    Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 6: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit(40)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13)
    Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), Numna-Heal/Rchg(21)
    Level 18: Burst -- Oblit-Acc/Rchg(A), Oblit-Dmg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(36)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(46)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), HO:Enzym(25)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
    Level 28: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(45)
    Level 35: Revive -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(50)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 49: Confront -- Zinger-Taunt/Rchg/Rng(A), Range-I(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Mrcl-Heal/EndRdx(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13)



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  12. all in all i don't see anything wrong with it. that said i'm not sure you'll be able to get permadom w/o hasten and not use purple sets to do it. right now your build has 100% rech just from bonuses. you need about 25% more. the most i could tweak into your build without purples was 10%.

    slotting 5 sets of 5 purples into your build will put you up to 141% (depending on what you replace, of course) which is enough to achieve perma dom and allow you to drop hasten.
  13. Quote:
    Originally Posted by Lord Mordeth View Post
    Now, if i swap out some powers, like say.. Resuscitate for Stealth, Assault for Maneuvers and slap in a few LotG +Rech IO's into those powers, it'd leave me with 93% of global recharge without hasten running and if i did go with the spiritual alpha, it really could be just enough to keep domination rolling, even if hasten wasn't up every second.
    I played with your build a little bit. Got rid of the Coralax pet, replaced it with maneuvers to hold a LOTG:+rech and replaced resuscitate with stealth for another proc. with the 3 extra level 50 slots i put 1 in stone prison, swapped slotted for 4 basilisk and 2 damage IOs, and the remaining two went to stone cages so you could 5-slot posi blast. all this totals your recharge to 95% just in bonuses. if you, say, wanted to slot up maneuvers a little i would drop a couple slots from tactics (fill what's left with guassians) and reslot earthquake with 4 dark watcher to make up the lost 5%. though you could probably live without that 5%
  14. What exactly are you planning to do with this build that you're investing heavily into ranged defense? While it is nice, I don't think it's worth sacrificing slots in Drain Psyche for. Since the nerf to PSW, DP has become the set's main key power. I have it slotted 5 Doctored Wounds and 1 Acc IO, couple with my 190% recharge it's damn near perma. Not only does it significantly boost your regen, but enhancing the heal portion also enhances the regen debuff it applies to enemies hit with it.

    If you're jet set on the defense numbers you have, pull the slots out of Psi Dart and put into DP and franken slot it with Accurate healing sets. My Mids is having issues with my build having sleet in it, but once I fix that I can post my mind/psi's build for you to look at. I focused on building for Recharge in my build but have no issues with survival. Then again, I only stay in melee long enough to use DP, as before the change to PSW I would always be in melee.
  15. Infini

    Ice/Ice Brutes?

    i love my ice/ice tank. personally, i would love to see ice melee proliferated, but keep ice armor as the tank AT "exclusive". in terms of changing ice melee, it really can get by without ice patch and greater ice sword. would it be too much if you pushed ice patch to level 28 (taking GIS) and giving the set ice sword circle? that would give the set 3 single target and 3 aoe attacks.

    i say this mainly because i'm not sure i could give up frozen aura for ISC.
  16. you'll get 2, maybe 3 cycles of permadom out of that build. add another 10% rech and you'll be able to maintain it if you can keep up with clicking Hasten and Dom as soon as they're up.

    is it necessary? well that's a matter of opinion. I would think that most players would agree that it is. that said, you really only need about 160-165% rech (90-95% IO bonus + 70% hasten) to maintain permadom easier and more reliably. the necessity is that is gives all of your mezz powers steroids and gives you mezz protection.

    once you get that 90-95% you can slot bonuses for other things like +def or +dam.
  17. You're welcome. Glad you're enjoying it. I have a fire/earth dom at level 18 i was enjoying before my break. but atm my time is occupied trying to trick out my ice tank, night widow, and dm/sr scrapper.
  18. Infini

    Mind/psi help

    as mids doesn't like my mind/psi's build with sleet here's a link to another thread where i posted my build:

    http://boards.cityofheroes.com/showthread.php?t=248904

    it doesn't have a lot of defense, but it's 190% recharge, doesn't use pvp sets, and only has a couple purple sets. also has mesmerize instead of levitate to assist sleeping AVs like in the LRSF (when mass hypnosis misses 1-2 of them)
  19. Quote:
    Originally Posted by Excelsio View Post
    I would advise against Mind/Fire, or Mind/anything that doesn't have Power Boost in the secondary.

    When you're against higher level mobs, the duration of your control powers will be reduced. The Incarnate missions in particular are always against +4 level mobs, which trivializes the duration to laughably short times.

    Power Boost corrects that by doubling the duration of your controls.
    imo, power boost starts to become superfluous once you are able to achieve perma-dom. i have a mind/psi that doesn't have it and doesn't need it... even for apex/tin man.
  20. didn't read through the whole thread. that said, i have an ice/ice tank that loves to team. i've been able to tank pretty much all of the end game content (still have CoP and a couple shard TFs to do) successfully.

    if kinetic melee were around when i made this tank i probably would have made an ice/km build. i'm tempted to do it anyway (maybe one day brutes or scrappers will get ice armor and i can make one of them). point it, like the slows in ice melee have synergy with chilling embrace's slow, kinetic melee would have synergy with chilling embrace's -damage. then make your tank a villain and pick up darkest night for even more -damage and you would have something great, imo.
  21. yes, mesmerize will sleep a boss in one application... so you could do a dominate->mesmerize->dominate chain to hold them without risk (if you don't have domination up).

    i'll also agree with the others that say perma-dom is almost required to have. that said, you no longer need to build up so much recharge in order to get it to stack since the +damage buff was removed. THAT being said, having enough global recharge to get domination back in a little over a minute is still awesome because it means you should never run out of endurance.

    otherwise, just build up enough global recharge to get it perma (i like ~90% without hasten) and build up other set bonuses like hp, acc, and damage. my mind/psi is perma dom and perma hasten and i wouldn't have him any other way
  22. ok this is my current build live. it could use a little more single target damage. probably by dropping TK or TD and picking up mental blast/subdue. i have a seemless attack chain with mesmerize->dominate or dominate->tk thrust and i run TF/SFs with this dom so i chose an emphasis on mezzes with a high global recharge buff.

    if you're looking to get high s/l defense, i would suggest dropping the leadership pool for fighting. weave+frozen armor+ a +3% def IO in tough would get you almost 30% s/l. since you want perma dom, as well, i suggest shooting for that first (about 90-95% global rech is comfortable). then use what you haven't slotted for your defense bonuses

    EDIT: oh and this build doesn't have Invisibility, but Super Speed with Celerity:+Stealth is essentially Invisibility in PVE


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tsukiyomi: Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Dev'n-Dmg/EndRdx(37)
    Level 1: Psionic Dart -- Range-I(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(31), Dmg-I(45), Apoc-Dmg(46)
    Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx(43)
    Level 6: Confuse -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(13), CoPers-Conf/EndRdx(34), CoPers-Conf%(43)
    Level 8: Mass Hypnosis -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/Rchg(9), FtnHyp-Sleep/EndRdx(34), FtnHyp-Plct%(43)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46), Flight-I(50)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(17), Posi-Dmg/EndRdx(29), Posi-Dam%(37)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(31)
    Level 20: Drain Psyche -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(25), Acc-I(50)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(23)
    Level 24: Tactics -- Rec'dRet-Pcptn(A), HO:Cyto(25)
    Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(27), Abys-Acc/Fear/Rchg(27), Abys-Fear/Rng(29), Abys-Dam%(37)
    Level 28: Telekinesis -- EndRdx-I(A), EndRdx-I(46)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-EndRdx/Conf(33), Mlais-Conf/Rng(40)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dmg/EndRdx(36), Mantic-Dam%(40)
    Level 38: Psychic Shockwave -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-%Dam(40)
    Level 41: Sleet -- Achilles-ResDeb%(A), LdyGrey-Rchg/EndRdx(42), UndDef-Rchg/EndRdx(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), HO:Cyto(45), HO:Cyto(45)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(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 -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(42)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(5), EndMod-I(7)
  23. I won't get home from work till the morning but I have a 190% recharge build with my mind/psi. You don't need that much to be perma so you could work some +def in
  24. ook got my musculature common slotted and tested mesmerize (which has 3 damage SOs) on a level 40 fortunata. pre-musculature the damage was 184 and jumped to 193 with it slotted. just a quick test but it should make a noticeable difference overall
  25. I haven't gotten a chance to make it yet, but considering most of my attacks have about 80 to mid 90s of damage enhancement, it should make a noticeable difference. i'll let you know. hopefully something this weekend if i have the shards for it