-
Posts
72 -
Joined
-
I offered this as a different starting point. Adapt as you like. That's why I said reference. I think there's a pretty clear straight line to how you could change the build to accommodate snipe and inferno, but since you don't seem to be particularly grateful for any assistance, I'll leave that to you.
-
Quote:Just for purposes of comparison, here's what I run. Everything gets softcapped nicely with PBU + Farsight. I have had zero issues with Incarnate content running:Here's what I've currently ended up with.
Should 45% softcap with Power Boost + Farsight, and then I hope icap with Clarion + PB + Farsight.
Has 23.5% to hit perma with PB Farsight.
Rather unfortunately had to slot 4 kin combats to get S/L def high enough, and unfortunately had to 6-slot Thunderstrike to get E/N high enough.
Open to suggestions. I might get rid of Fire Breath I suppose.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1549;735;1470;HEX;| |78DA6594594F135114C7EF7406A10B5028652B4B5B8A2D2DD41650135F484031285| |516A3C697A6DA8293D4B6E9A2F0E807F0C5F5C9352A6A144111F80AAE5F401F7D75| |7956713C9DFF49DBD8499ADFB9FF7BB67B6E67224B072DAB872F8F09A9712219CBE| |5A213E96CB690C9A7B37591423E9657D32959086139A15E48382389783C99C8D692| |E028F945E762A9C5443C38A96613D171CA917796F7C60B0B0BC1626C34124BA9994| |252CF284C33E97432389F4924E266DD9C4CAA8BE7F3F5B08BA69A5A6CD25753A98B| |6A4E3DAB26D5FCB2E350463D172C679F4F17929438974F6497DBA9A900FDBC06C18| |F56236E13C246D172A74845B4DEC3BAF53E38F4007AF82EB8D6528A156245D27DD6| |4993A029D2B4A4FB1922CC6360FB51D07F1CF4510F32C7C823065D5346997B41EF3| |EE67E708050C331351BE867D71BE626E8DA023DDBA09F626A39A6F635B43A8EADE3| |5813C7B838C64D0146FD409A640C600E266680F2997976E687E8CBF288F9186C580| |1AD4FC0CEA7A099F2D62356AAFF6CD0F3357CC1DE2B9A6123CFB5D1855A83B4D5C4| |B59A9ECBBA5FF30BE62AD8B9067A5F82EDEBA0916AD9F80C363B66DEB243CB6EBA1| |3DAB323AF6C9F21B869B6B3A07F0E1C9C0737A8AF36EEABED177A1D2274705F1D6F| |31B38177CCF73CF70FE0E047E6277093F239B8B6E300419145D77F7471BF32F5D98| |D33C8DD7EFCD77ADA24FD0C3DC338674F08BA42BEBD9CB7D70ACDD9CCB431EDE012| |85BA915771737CDF087314B5FB86B1F684B1DEA6BEFBB997FE6BB8BBDDD79937985| |7C02DF2F5F1CC7C9DB8CBAF16BC7B452D10C02C82E41EE439067F63B67BFE307798| |7FC1B0C61438F72542487FEB34115A468D6F267A0FD1A3908650E3475993A493388| |BF508D1AB88EF95FE3EF8FF2C6BB27415353DB7F8DE6F329DF0ED522ABE051A3DC2| |5FA584AA9470953252A58C56295365459BAEDC95D1D38C52FA0609C983FE8CD6D23| |7469B35E9DEBA7DA6C23E55619FAEB09FD92805DB63451B33D1FE01B6A9F6F8| |-------------------------------------------------------------------|
1) Void Radial Judgement
2) Cimeroran Core Ally
3) Assault Total Radial Graft
4) Cardiac Total Core Revamp
5) Spectral Total Radial Conversion
6) Destiny Barrier Partial Core Invocation
I enjoy punching people in the face with Total Focus. I have not included any ATOs in here yet.
Thanks,
IM
http://www.cohplanner.com/mids/downl...34D5FFF0ACDBEB -
Quote:On the stalker front, I've been soloing +4x8 Dark Astoria content. Total of 2 deaths on Mu Draken arc up to the AV. Woulda been one death if not for a phone call. :/ Bear in mind, this is not for the faint of heart. Requires pretty good concentration / situational awareness to get it done. That said, I'm pretty comfortable saying that this ele/regen stalker can do a lot of things that my Dark/Invuln uber scrapper cannot do. AV soloing is probably not going to work, though, heh. At least at +4x8.I'm not so sure that a well-built Regen Scrapper vs. Brute is going to be that noticeable. Brutes do get an advantage in "throwing their weight around" with nearly 600 more HP potential, but Scrappers also have a higher Regen cap, so at full-throttle their gaps aren't going to be that big. Comparing a Scrapper HP capped vs. a Brute HP capped at ~1700 Regen was 180 hp/s vs. 215 hp/s respectively.
May be a 35 HP difference, but I think the biggest applicable item of interest that really defines the secondary on either AT is the fact that Brute must stay in combat with a target to keep Fury up, and are likely taunting in some fashion in the process. Their inadvertently forcing themselves to take more damage than the Scrapper would have taken. In a sense, the Brute requires that extra breathing room just to function at the same level. In the case with a Scrapper, they can willfully (and rather artfully) skip in and out of combat ("kiting") without any real loss in damage output.
So, in that analysis, I--personally--feel Scrappers get more mileage out of top-end performance versus Brutes. -
Just to let you know, putting the Overwhelming Force proc in Electric's Chain Induction power works deliciously.
-
Thanks, I'm going to tweak this and post the results back on the board.
Cheers,
IM -
What about 1) Wormhole for Gravity controllers? 2) Singularity Pet for grav trollers? Anyone tried those yet?
-
Hi All,
a while ago, I cobbled together a build with help from various forum members, including a guy named something like "AverageJoe." It has served me really well, but it's starting to get a bit long in the tooth, I fear. This was made prior to incarnate powers. I wondered, could you help me use the new ATIOs and Incarnate opportunities to craft something that has
1) More AOE potential
2) Equal survivability
?
Money is not really an issue, as I can always market farm for a bit.
Thanks so much in advance.
All the Best,
IM
http://www.cohplanner.com/mids/downl...279D3F955ACFF9
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Darkswift: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (5) Hecatomb - Damage
- (A) Aegis - Resistance
- (7) Aegis - Resistance/Endurance
- (7) Aegis - Resistance/Recharge
- (9) Gladiator's Armor - TP Protection +3% Def (All)
- (9) Steadfast Protection - Resistance/+Def 3%
- (A) Reactive Armor - Resistance
- (11) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Recharge
- (13) Reactive Armor - Endurance
- (A) Armageddon - Damage
- (13) Armageddon - Damage/Recharge
- (15) Armageddon - Accuracy/Damage/Recharge
- (15) Armageddon - Accuracy/Recharge
- (17) Armageddon - Damage/Endurance
- (17) Armageddon - Chance for Fire Damage
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (21) Doctored Wounds - Endurance/Recharge
- (21) Doctored Wounds - Heal/Endurance/Recharge
- (23) Doctored Wounds - Heal
- (23) Doctored Wounds - Recharge
- (A) Numina's Convalescence - Heal/Recharge
- (25) Numina's Convalescence - Heal
- (25) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance
- (31) Reactive Armor - Endurance
- (A) Aegis - Resistance/Endurance
- (33) Aegis - Endurance/Recharge
- (33) Aegis - Resistance
- (A) Eradication - Accuracy/Recharge
- (33) Eradication - Damage/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (34) Endurance Modification IO
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Endurance
- (36) Reactive Armor - Resistance
- (A) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (36) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Recharge
- (A) Eradication - Accuracy/Recharge
- (37) Eradication - Accuracy/Damage/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (39) Rectified Reticle - To Hit Buff
- (39) Rectified Reticle - To Hit Buff/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Gift of the Ancients - Defense
- (40) Gift of the Ancients - Defense/Endurance
- (40) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (40) Gift of the Ancients - Defense/Endurance
- (42) Gift of the Ancients - Defense
- (42) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Hecatomb - Damage/Recharge
- (42) Hecatomb - Accuracy/Damage/Recharge
- (43) Hecatomb - Accuracy/Recharge
- (43) Hecatomb - Damage/Endurance
- (43) Hecatomb - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (A) Mocking Beratement - Taunt
- (45) Mocking Beratement - Taunt/Recharge
- (45) Mocking Beratement - Taunt/Recharge/Range
- (45) Mocking Beratement - Accuracy/Recharge
- (46) Mocking Beratement - Taunt/Range
- (46) Mocking Beratement - Recharge
- (A) Miracle - Heal
- (48) Miracle - +Recovery
- (48) Miracle - Heal/Endurance
- (48) Endurance Modification IO
- (50) Performance Shifter - EndMod
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Empty
- (A) Run Speed IO
- (A) Empty
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Numina's Convalescence - Heal
- (A) Endurance Modification IO
- (50) Endurance Modification IO
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
------------ -
Quote:I always thought the best fix would be to give people a choice of tradeoffs using power selection, using a mechanism like "Swap Ammo." "Swap Rocks" would let you go from relatively light defense in granite with reduced protection to protection stronger than currently in place with heavy penalties.Ok, here's my take on Stone Armor, admittedly coming from someone who doesn't actually like playing melee characters so it's worth exactly what you paid for it
.
The core problem is Granite (yeah, I know Captain Obvious but bear with me here). Granite is a Tier 9 Armor power and like a lot of the Tier 9 armor powers it aims to make you nearly invincible but at a strong cost. In most similar powers the cost is limited up-time and a crash at the end. Granite however has permanent up-time but is balanced by decreasing your offense (and mobility but that's less of a concern). Now fundamentally this isn't actually a bad idea, it's an interesting idea compared to other armor sets and helps cement Stone as an extremely tough set.
However the problem is that the actual implementation fails because it renders the rest of the set virtually obsolete. While Granite is active most of the rest of the set can't be used and outside of Granite Stone Armor isn't a particularly great set. It can't seem to decide if it's a resistance set or a defense set which leaves it with rather erratic coverage against different attacks due to the interactions of defense and resistance. This is then compounded by the fact that to achieve full coverage it has to run a total of six toggles (more than any armor set apart from Dark Armor) in a set with no recovery bonuses. Given the choice between six toggles and three most players sensibly opt to just run Granite and only take the other powers as set mules or for use while exemplared.
So how to fix this? I would say that a fix needs to try to do two things. First balance out the performance of the pre-Granite set so that it provides a more balanced set of defenses. Secondly make Granite into a situational power rather than something you always run by default. In other words a Stone Tanker/Brute should feel comfortable using their non-Granite toggles and only turn on Granite if they feel the need to become tougher.
To that end I'd change the set as follows (numbers given are for Tankers):- Normalize Rock Armor, Brimstone Armor and Crystal Armor so that they all provide both typed defense and resistances to S/L, F/C or E/NE as appropriate. I'm not sure on values but I think something like 15% defense and 10% resistance would be about right.
- Remove the Run Speed and Jump Height penalties on Rooted and remove the restriction on having Combat Jumping, Super Speed or Sprint toggled on at the same time. This allows Stone Tankers to at least jump a little bit to get over curbs and deal with in-mission terrain issues and gives them the ability run around in the mission while maintaining the thematic need to remain in reasonable contact with the ground (you can jump a bit and you can run fast but you can't Super Jump or Fly while using Rooted).
- Add a recovery buff somewhere. Possibly a scaling buff in Mud Pots or alternatively a fixed buff in Rooted and Granite (see below for more on Granite).
- Now comes the biggy, Granite. Instead of the old effects it works as follows.
- Granite has no endurance cost and (possibly) applies a recovery buff.
- Having Granite toggled on provides movement speed debuffs pretty much identical to the old ones and also prevents toggling on Super Speed, Super Jump, Fly and Hover (you can keep Sprint and Combat Jumping though).
- While Granite is active Rock Armor, Brimstone Armor and Crystal Armor all have their base effects increased to 20% Defense and 50% resistance but each applies a 20% recharge debuff and 10% damage debuff.
- While Granite is active Minerals has a moderate unenhanceable Psionic resistnace buff added to it (I'm thinking about 40%) but also applies a 20% recharge debuff and 10% damage debuff.
- Taking Granite grants a new Inherent power called Path of the Earth (or something less lame, I suck at names). This is basically Teleport but the target area has to be on the ground and the animation has you drop straight into the ground and then pop up at the target area with suitable burrowing graphics. Technically it should only be usable while Granite is active but given the lack of vertical movement I'd say let it work outside Granite.
The basic goal here is that a Stone Armor character with Granite, Rock Armor, Brimstone Armor and Crystal Armor should have about the same performance as a Stone Tanker currently gets while in Granite form while also having the option to run Minerals and get even tougher. Outside Granite the set now has a pretty decent set of defenses having defense and resistance to pretty much everything. In Granite those defenses become even better but at the cost of recharge and damage, however since the debuffs are moved from Granite to the individual toggles it becomes possible to reduce the debuffs by toggling off powers that aren't necessary against the current enemy group. The HUGE problem I do see here however is that the set has three toggles that need both resistance and defense slotting which may be to much of a crunch on builds. One option would be to make the resistance portion unenhanceable but increase the values so that you get about 10-15% out of Granite and 70% in Granite but I'm not sure if this would be to good. Another option would be to have Brimstone Armor provide E/NE/F/C resistance while Crystal Armor provides E/NE/F/C Defense thereby making Rock armor the only combined Defense and Resistance toggle, the downside being fewer strategic options for in-Granite toggle juggling.
Of course while this technically only violates the Cottage rule for one power (Granite) it would basically mean every single stone armro character has to redo thier build completely so I can't really see the devs going for it.
In any case that's my $0.02. -
Quote:Quoted from my writeup in another thread. Regen has a number of advantages for a Stalker.Why? One of my first toons was a regen stalker and it was a pain.
Tho that could have been spines fault.
Playing regen is actually very engaging. It's like driving a car with a stick shift. I have an electric/regen stalker, and with the changes I am more survivable than many brutes out there. Granted I have a ridiculous build aided and abetted by forum min/maxers - ~215% recharge, Shadow Meld on auto. But it's not just that...
1) For iTrials, many people end up choosing Destiny: Barrier. This is going to push your defense #s up. Combined with large amounts of regen, this starts to make you more effectively "layered" than other builds who are inherently focused more on defense, etc.
2) The new proc / AS change drives you into hide frequently, which bumps up your AOE defense #s to ridiculous levels. Many of the "new" enemies spam AOEs, which you become effectively invincible to
3) Moment of Glory is extraordinarily effective if you can anticipate when you are going to get into trouble. It's basically a God mode phase power which still leaves you with the ability to do damage.
4) Revive with new untouchable duration (especially for stalkers) essentially removes the "death" penalty. Your teammates are getting wiped while you go back into action. This becomes particularly effective if paired with MoG.
It took me awhile to create my current playstyle. It's actually more clicky than my Fire/Time Corr (who is a survivability beast), but I enjoy "active" play. Essentially, it goes like this:
1) Whenever Dull Pain comes up (it's perma) hit it. Same thing with Instant Healing.
2) Whenever I take any damage at all, I hit Reconstruction. I have high defense #s with Shadow Meld, so damage getting through means the threat is significant and likely will stack.
3) If I've just hit Reconstruction and I take more damage beyond ~25% I hit MoG.
4) If, after MoG wears off I haven't wiped out the threat, I break line of site, go into hide, and then crit the everliving **%* out of whatever comes around the corner.
I don't really die on iTrials anymore, except due to occasional "invisible purple patch of doom." When I do die, I'm back up in seconds. Standard game content, particularly with incarnate powers, has become laughably easy.
Overall, /Regen is a lot more work than Invuln on my Dark/Inv scrapper, but, overall... it's actually more survivable. Part of this playstyle, part of it is being a stalker, but really, a lot of it comes down to the fact that the set has more panic buttons. It's nimble. If you are nimble too, you and /Regen can go far. -
Quote:It's more fun as a Stalker!I had forgotten about the taunt aura. I'm used to taking brutes with damage auras, so I was a little concerned there. I guess I'll roll a brute ?/Regen. I'm thinking Kinetic Melee (mitigation) or Titan Weapons (AoE and bonus defense)...or SS (never played SS). Decisions, decisions...
Thanks for all the replies, guys! Have a safe and happy 4th! -
Quote:Playing regen is actually very engaging. It's like driving a car with a stick shift. I have an electric/regen stalker, and with the changes I am more survivable than many brutes out there. Granted I have a ridiculous build aided and abetted by forum min/maxers - ~215% recharge, Shadow Meld on auto. But it's not just that...Last night, I kind of surprised myself in the Bio Armor feedback thread, in talking about Regen. I realized that, at least in my internal logic, Regeneration is the worst defensive set in the game.
That doesn't mean it's bad, and people told me in that thread that it's still capable of great things. I just cannot, for the life of me, think of a situation where Regeneration is the best choice for the job. Yes, it can regenerate better than anyone, but at this point I'm not certain that really manages to make it the best at any particular job.
But hey, I'm still thinking about it, so I might as well hear other opinions: What are the worst sets in the game? Ideally, I'm talking about like, 'worst ranged damage set' or 'worst Dominator secondary', not 'absolutely the worst thing you could possibly pick', by that point we're getting subjective.
I should note, this doesn't mean the set is bad. It's just that something has to come in last place. I'm sure this isn't too hard a call for the damage sets; with a goal of DPS, it's pretty clear-cut who ends up the lowest.
As for some other sets... Aside from Regen, I have some less arguable things to put forward. Which, I now, are obvious.
-Beast Mastery is the worst Mastermind primary, which makes it a bit worse that we had to pay for it. It's got the worst DPS, which honestly wouldn't be so bad since the damage isn't too terrible and like I said someone has to come last. The real problem is that they have no range, and super speed. Which means that unless you're responding really fast, you'll probably actually be a detriment to your team the moment a runner or worrying amounts of knockback become involved. And because of the low DPS, you won't have the raw killing power to cover up for that issue.
-And Trick Arrow is the worst support set. I know, that's like saying the sky is blue, but it's still true. It tries to do too many things, and to compensate for having that much at its disposal, it's terrible at all of it. Unfortunately, I don't know how you'd fix that without either changing it to the point it's unrecognizable, or making it too good at all of the things it does instead of too bad. All that said though, I've heard that surprisingly its amount of immobilizes, slows and stuns make it as good a partner for Beast Mastery as you can get.
So what does everyone else think the worst set in a particular category is? I'd love to hear someone's grounded opinion on the worst DPS sets, but at the same time subjective opinions on other sets are good too.
1) For iTrials, many people end up choosing Destiny: Barrier. This is going to push your defense #s up. Combined with large amounts of regen, this starts to make you more effectively "layered" than other builds who are inherently focused more on defense, etc.
2) The new proc / AS change drives you into hide frequently, which bumps up your AOE defense #s to ridiculous levels. Many of the "new" enemies spam AOEs, which you become effectively invincible to
3) Moment of Glory is extraordinarily effective if you can anticipate when you are going to get into trouble. It's basically a God mode phase power which still leaves you with the ability to do damage.
4) Revive with new untouchable duration (especially for stalkers) essentially removes the "death" penalty. Your teammates are getting wiped while you go back into action. This becomes particularly effective if paired with MoG.
It took me awhile to create my current playstyle. It's actually more clicky than my Fire/Time Corr (who is a survivability beast), but I enjoy "active" play. Essentially, it goes like this:
1) Whenever Dull Pain comes up (it's perma) hit it. Same thing with Instant Healing.
2) Whenever I take any damage at all, I hit Reconstruction. I have high defense #s with Shadow Meld, so damage getting through means the threat is significant and likely will stack.
3) If I've just hit Reconstruction and I take more damage beyond ~25% I hit MoG.
4) If, after MoG wears off I haven't wiped out the threat, I break line of site, go into hide, and then crit the everliving **%* out of whatever comes around the corner.
I don't really die on iTrials anymore, except due to occasional "invisible purple patch of doom." When I do die, I'm back up in seconds. Standard game content, particularly with incarnate powers, has become laughably easy.
Overall, /Regen is a lot more work than Invuln on my Dark/Inv scrapper, but, overall... it's actually more survivable. Part of this playstyle, part of it is being a stalker, but really, a lot of it comes down to the fact that the set has more panic buttons. It's nimble. If you are nimble too, you and /Regen can go far. -
I read this on the Stalker forums:
"I picked melee (currently have "Melee Core Embodiment" slotted) and found out the hard way that it breaks hide when active and in range of an enemy. Which makes it less than useful for a stalker."
Any confirmation?
Thanks,
IM -
For reference, here's what I'm running right now. It may be modified in the future to take advantage of ATIOs.
I have "Spiritual Partial Radial Revamp"
"Void Partial Radial Judgement"
"Cimeroran Total Core Improved Ally"
"Barrier Partial Core Invocation"
and
"Control Core Embodiment"
He didn't die on a DD trial tonight, or on any mission of a +4 Lady Gray TF except for Hami. He relies on stealth and phase to get out of tough spots. He has perma Indomitable Will, which takes care of most mez issues. Damage is light. Control is very strong. One of the more enjoyable characters I have, overall. Procs are slotted in such a way that enemies go flopping and get held when triggered. I worked through this build with help from our fellow forummites, a while ago.
http://www.cohplanner.com/mids/downl...84C73F5AB1D904
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Wildernaught: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Empathy
Power Pool: Concealment
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush- (A) Gravitational Anchor - Immobilize
- (3) Gravitational Anchor - Immobilize/Recharge
- (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (5) Gravitational Anchor - Accuracy/Recharge
- (5) Gravitational Anchor - Immobilize/Endurance
- (A) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (7) Doctored Wounds - Heal/Endurance
- (9) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal
- (A) Apocalypse - Damage
- (11) Apocalypse - Damage/Recharge
- (11) Apocalypse - Accuracy/Damage/Recharge
- (13) Apocalypse - Accuracy/Recharge
- (13) Apocalypse - Chance of Damage(Negative)
- (A) Unbreakable Constraint - Hold
- (15) Unbreakable Constraint - Hold/Recharge
- (15) Unbreakable Constraint - Accuracy/Hold/Recharge
- (17) Unbreakable Constraint - Accuracy/Recharge
- (17) Unbreakable Constraint - Chance for Smashing Damage
- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (21) Decimation - Accuracy/Endurance/Recharge
- (21) Decimation - Accuracy/Damage/Recharge
- (A) Ragnarok - Damage
- (23) Ragnarok - Damage/Recharge
- (23) Ragnarok - Accuracy/Damage/Recharge
- (25) Ragnarok - Accuracy/Recharge
- (25) Ragnarok - Chance for Knockdown
- (27) Gravitational Anchor - Chance for Hold
- (A) Karma - Knockback Protection
- (27) Luck of the Gambler - Recharge Speed
- (A) Doctored Wounds - Heal/Endurance
- (29) Doctored Wounds - Heal
- (29) Doctored Wounds - Endurance/Recharge
- (31) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (33) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Recharge
- (A) Endurance Reduction IO
- (A) HamiO:Cytoskeleton Exposure
- (34) HamiO:Cytoskeleton Exposure
- (34) HamiO:Cytoskeleton Exposure
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Luck of the Gambler - Recharge Speed
- (A) Absolute Amazement - Stun
- (37) Absolute Amazement - Stun/Recharge
- (37) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Accuracy/Recharge
- (39) Absolute Amazement - Endurance/Stun
- (A) Efficacy Adaptor - EndMod
- (39) Efficacy Adaptor - EndMod/Accuracy
- (39) Efficacy Adaptor - EndMod/Endurance
- (40) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (40) Efficacy Adaptor - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) HamiO:Nucleolus Exposure
- (42) HamiO:Peroxisome Exposure
- (42) HamiO:Endoplasm Exposure
- (42) HamiO:Endoplasm Exposure
- (A) Doctored Wounds - Recharge
- (43) Doctored Wounds - Heal/Endurance
- (43) Doctored Wounds - Endurance/Recharge
- (43) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (A) Endurance Modification IO
- (45) Doctored Wounds - Endurance/Recharge
- (45) Doctored Wounds - Heal/Recharge
- (46) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Recharge
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (A) Recharge Reduction IO
- (48) Luck of the Gambler - Recharge Speed
- (48) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (48) HamiO:Ribosome Exposure
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (50) Endurance Modification IO
- (50) Endurance Modification IO
Level 1: Prestige Power Slide- (A) Empty
------------ -
Thanks for the ideas
Looks like I have some thinking to do.
IM.
Quote:I have seen a lot of regen builds in the past and they vary depending upon the player's playstyle and concepts. I have built my DM/Regen scrapper to try to be decent in all areas but is not exceptional in any one.
With stalkers having lower hitpoints and since you picked the Soul Mastery PPP, I recommend just building for high recharge and letting everything else fall into place. High recharge to run a top ST attack chain, Dull Pain well perma'd, Reconstruction recharging within 15s, Instant Heal up more than 50% of the time, Lightning Rod and Thunderstrike up as often as possible for some knockdown mitigation, Shadow Meld with a 20ish sec recharge so it can be running 75ish% of the time and MoG should be recharging in less than 60s.
Spiritual Core or Agility Radial would work well with the following build. Incarnate trials can get hairy if you're running abouts solo so carry some small purple inspira to help you along. I hate that stalker regen lost Quick Recovery but I imagine Ageless would be your best friend:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1525;689;1378;HEX;| |78DA6594D94F135114C6EF3053A1D00A58A16017BA00A58BD3D6E541D4F02068146| |AD02AAE094ECAA54CA8D3A61D1279F4D5A8519F7C737BF77F71FB1B7C72793471A9| |A773BE169299A4F9F57E73BFEF9C73A7D3D28345DFFB0B0F1784E23F57335AADF5B| |26DD4B665D35332AA66451542044AF50DB3B2733F56DF8C95EDA661CBEA6E3FE951| |EC5C2FC99A94FA524D56ECA659316A2C84BBB717E5A6B45A52BF2AABD292E437EBD| |6E8456B4B36A565EBDD2FBED57ABDA6AF48A3615A55BFB3386F56B76C5A0D3AAB72| |43CA0D1F6ED8966CB526971A6645EF9629D777A8B2D1B265737782DACBD2E79157E| |06A7BC43D425113470C665F05DC802E99B3DBCC6B7B5E21C614477B4C9AA2709EB2| |A03A9A76B68F799A79E01438CF1C38C3BC4E5E95BD9A1A67EF4094391806634CDF1| |4F309793CA8E7F9827B1F98073F811F99239F41F4FF94BCFDDCBFD6FF8A7B38F41A| |7CC39C7DCB2CBE63AE91C70B8F173D1D8E80E8751CBD8DA3D71B6418C25C43F04CC| |033014F1C9E143CE3D4989F3DC28FB3BD4939C3C819464E183951E444911345CE33| |F28CA2DFD12CCF10CB802930CD8CCF316F912780DA81639C13A47EC6F0ACC7E27C7| |E0A694164072FB137B5CC4CAF307325E6D1CBCCE7943D09CFE46FD6A605D798FE8B| |F53F9C7D9B799B3C217842983B8EB993983B89B993985BA5DE22982112A42F114DB| |CA09C29FCD6A7503BF30744ED0C6AE7503B87DE34CA4B705E5F02CF237592969A10| |E965DE7397F267385F99C9F219A5B13741FE39F433877B5F557E073B73657338271| |DCC33F305FCFE8ACC5F3E2174CE5175E4E4E73B7DA83D1651F30EF553C0332B606F| |48EBBDB3EDB0B6EFFD6DD325322EA5E0528A2EE5B84B39E152565CCA2A290A14C55| |1BC23A273DA4E6FDF067BFF054275EEFED8AFACF184DF5DBB7EEE298A1AE399C360| |BB77BD0C90804A7BD7958ECADEF67FC17B00BA| |-------------------------------------------------------------------|
-
Hi All,
the build below represents a combination of ideas I picked up from builds on the forum. Would like to know-- how would you tweak it? All suggestions welcome.
Thanks!
Iridium
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Modicum of Strategy: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Charged Brawl- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Recharge
- (3) Kinetic Combat - Damage/Endurance/Recharge
- (42) Kinetic Combat - Damage/Endurance
- (50) Gladiator's Strike - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Fury of the Gladiator - Chance for Res Debuff
- (5) Armageddon - Chance for Fire Damage
- (5) Armageddon - Accuracy/Recharge
- (7) Armageddon - Damage/Recharge
- (7) Armageddon - Accuracy/Damage/Recharge
- (9) Armageddon - Damage/Endurance
- (A) Panacea - +Hit Points/Endurance
- (9) Panacea - Hea/Recharge
- (11) Panacea - Heal/Endurance
- (11) Panacea - Heal
- (13) Panacea - Heal/Endurance/Recharge
- (A) Superior Stalker's Guile - Recharge/Chance to Hide
- (13) Superior Stalker's Guile - Damage/Recharge
- (15) Superior Stalker's Guile - Damage/Endurance/Recharge
- (15) Superior Stalker's Guile - Accuracy/Damage/Recharge
- (17) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
- (17) Mako's Bite - Chance of Damage(Lethal)
- (A) Rectified Reticle - To Hit Buff
- (19) Rectified Reticle - To Hit Buff/Recharge
- (19) Adjusted Targeting - Recharge
- (50) Adjusted Targeting - To Hit Buff/Recharge
- (A) Doctored Wounds - Heal/Recharge
- (21) Doctored Wounds - Endurance/Recharge
- (21) Doctored Wounds - Recharge
- (23) Doctored Wounds - Heal/Endurance/Recharge
- (23) Doctored Wounds - Heal
- (A) Doctored Wounds - Heal/Endurance
- (25) Doctored Wounds - Recharge
- (25) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Endurance/Recharge
- (27) Doctored Wounds - Heal
- (A) Luck of the Gambler - Recharge Speed
- (A) Panacea - Heal/Endurance
- (29) Panacea - Endurance/Recharge
- (31) Panacea - Hea/Recharge
- (31) Panacea - Heal/Endurance/Recharge
- (31) Panacea - Heal
- (A) Hecatomb - Chance of Damage(Negative)
- (33) Hecatomb - Damage/Endurance
- (33) Hecatomb - Damage/Recharge
- (33) Hecatomb - Accuracy/Recharge
- (34) Hecatomb - Accuracy/Damage/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Doctored Wounds - Recharge
- (34) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Endurance/Recharge
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Heal
- (A) Gladiator's Armor - Resistance
- (40) Gladiator's Armor - Resistance/Rech/End
- (45) Gladiator's Armor - End/Resist
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (46) Gladiator's Armor - Recharge/Endurance
- (48) Gladiator's Armor - Recharge/Resist
- (A) Obliteration - Damage
- (43) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (40) Shield Wall - Defense/Endurance/Recharge
- (42) Shield Wall - Defense/Endurance
- (46) Shield Wall - Defense
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (48) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (50) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (39) Numina's Convalescence - Heal
- (A) Empty
- (A) Endurance Modification IO
- (29) Endurance Modification IO
-
Here is my modification of Rift's build. It posts better numbers in most areas without sacrificing defense or recharge. One change is that I don't take a travel power (Ninja run is fine, I find). I also take Assault to globally buff team's damage.
http://www.cohplanner.com/mids/downl...1CFF0560D2BDE3 -
Masque is legit. Bought one of the Gladiator +3 defense IOs over email. Fast service, good communication. Would buy again.
-
-
Quote:Have you ever tried Wormholing Hami itself? It works and it is hilarious. Your team will be so shocked :PIf I run a LGTF on my namesake Grav/Storm I just like Wormholing groups of Rikti into Hami just for giggles. Although I did that and accidently teleported the pylon in as well and it was a pain to get back out. This was just after I19 went live so it was quite recent, I did bug it so don't know if its been fixed.
As for the OP - Ive not heard this myself and the runs Ive been on have all been Pylons, Mitos, Hami. -
Quote:What build are you talking about? Or just the powerset combination in general? What do you want to accomplish? I have an IO'd Ice/Cold (See build in this forum), and he's really fantastic at just demolishing things. Huge team contributor. Horrible soloist. About as slow as my Grav/Emp Troller for soloing, though that has gotten better with IOing. Why don't you look at my build and substitute less expensive stuff for the purples. That should get you started.Do you feel that this build is an alright investment of time?
If so, any specific builds you recommend?
Nothing terribly expensive either. It's easier for me to read as like:
Power - Level to get it - How many slots - What I should put in them
Something along those lines. Thanks!
IM -
Hey there DreadShinobi,
thanks for the suggestions! I love tweaking these things. Like a modern day version of car tuning, or something, he heh. I will probably use several of them. I guess I wanted to make sure I understood you. Were you thinking of a build altered to look something like this?
IM
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Cataclysm: Level 50 Technology Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Ice Blast- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) HamiO:Lysosome Exposure
- (7) HamiO:Lysosome Exposure
- (7) Recharge Reduction IO
- (43) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Recharge Speed
- (A) Slow IO
- (A) HamiO:Membrane Exposure
- (9) Adjusted Targeting - To Hit Buff/Recharge
- (11) Adjusted Targeting - Recharge
- (A) Unbreakable Constraint - Endurance/Hold
- (13) Unbreakable Constraint - Chance for Smashing Damage
- (13) Unbreakable Constraint - Accuracy/Hold/Recharge
- (15) Unbreakable Constraint - Accuracy/Recharge
- (15) Unbreakable Constraint - Hold/Recharge
- (A) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (34) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Chance of Damage(Energy)
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (40) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Apocalypse - Damage/Endurance
- (31) Apocalypse - Damage/Recharge
- (40) Apocalypse - Accuracy/Damage/Recharge
- (42) Apocalypse - Accuracy/Recharge
- (43) Apocalypse - Chance of Damage(Negative)
- (A) Steadfast Protection - Knockback Protection
- (21) Luck of the Gambler - Recharge Speed
- (21) HamiO:Ribosome Exposure
- (23) HamiO:Ribosome Exposure
- (23) HamiO:Ribosome Exposure
- (A) Recharge Reduction IO
- (A) Doctored Wounds - Heal
- (25) Doctored Wounds - Recharge
- (25) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (27) Doctored Wounds - Endurance/Recharge
- (31) Interrupt Reduction IO
- (A) Ragnarok - Chance for Knockdown
- (33) Ragnarok - Damage/Recharge
- (34) Ragnarok - Damage/Endurance
- (34) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Accuracy/Recharge
- (A) Accuracy IO
- (29) Recharge Reduction IO
- (29) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense/Endurance
- (A) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Range
- (45) Positron's Blast - Accuracy/Damage
- (46) Positron's Blast - Chance of Damage(Energy)
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (46) Recharge Reduction IO
- (A) Undermined Defenses - Recharge/Endurance
- (36) Undermined Defenses - Defense Debuff/Recharge/Endurance
- (36) Achilles' Heel - Chance for Res Debuff
- (36) Touch of Lady Grey - Recharge/Endurance
- (37) HamiO:Lysosome Exposure
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Efficacy Adaptor - EndMod/Recharge
- (42) Efficacy Adaptor - EndMod
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (45) HamiO:Ribosome Exposure
- (45) HamiO:Ribosome Exposure
- (A) Hecatomb - Damage/Endurance
- (48) Hecatomb - Damage/Recharge
- (48) Hecatomb - Accuracy/Damage/Recharge
- (48) Hecatomb - Accuracy/Recharge
- (50) Hecatomb - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (33) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (19) Endurance Modification IO
- (19) Endurance Modification IO
- (33) Endurance Modification IO
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1608;760;1520;HEX;| |78DAA5946B53126114C79F050CB90988A462225E519015522B6DA666442D1A29CB6| |E534D0C03AB30832C0338E5BB3E80BDB6CB34BDE823749DAC299B9AE9F259BA7C03| |3A97473079D98EFE7FBBE739E7ECFF39BB4BF2EEBC5D887BA785E28C17D2954A2AA| |E97CB1BA5AA5EB65ED632B9A25ED0D7362DF174359D296C56D6CD42085F3D257529| |5D5CD3B26A22A3A5E6A0BAEA6F2CCD6DACAEAA71BD904DCDEBEBF962BA9AD78BEE4| |431A795B56255DD3BB12DEB7A415D2CE4D77255279D2F69E9AC56AEE4F225075D27| |B56C3E932F6A56BA5A29695AB67DA194CFA8CBFA1DAD9C4AC25DB5F26617F89A86F| |FA841C8A36612DB80A0303C603C22981E321E13DE2AF574A39801988CE2D01EC3C0| |9808ED424B8FD8814C4EAE19940E05575A5D049797F00ED4481935619CA0D2A350D| |9226B5A66B96BEB53032E599F112641CDD2AEF92C85EC09C622A1ED0C6381F01EFA| |5B64430B9BB0FE63620AD26C9CD0627B4E26FA5F10865E32DE10465E1382BC450B5| |87070957070A3760839E56E9CFD94350DBDDDD2AB3B4A7EFC114250258C4D104231| |C207A8F6700793A70B4E7A4507F7EE38C5A3387C807EB8A757DAF0B2B33E0875CAF| |D745EA0EAAE654692E03BCF5822F87BA80A0D744BA7DDC7C94D6092D07F8C314588| |4D133E426D8F7C097A7CD4E148783FFC0C3798E9E51D29BDBC95204F1FEFD1276DF| |6F1A043AF08E3FC10223CF6088F3DC2FD76A17640DA1CF84256063F33F89D1BFC41| |5743F285FC04F9C38A423E87B9C588C47D7E005B84AF462146A5CF514E18637C839| |530AF18C272EAE307F81D7254E94A0D51C38920639431C6C30B130660285179B328| |DF25268767AA7F5BF00787586A8A2C9BEA5F9550289268E4FCD7F1D6BED7C772D10| |ABA827205E51ACA75941B2837516EA1DC4649A1D476EAD5CE136868066516E5248A| |D705B2859966FCDA6C287614074A1B8A13C585E241F1A13C41A959A0D82877F8137| |A28CAFEFDFF6A8AFC6E4414E52ABD6F81730AFE7AFD69AC18956D7A1CED01B10F01| |46B469EEA1A648AC2932D514996C8A34E6FD171BE530EB| |-------------------------------------------------------------------|
Quote:Could probably take slots out of Infrig and slot that an achilles heel proc + a Lyso HO, same with Sleet and slot that Achilles Heel proc + LG rech/end, UD rech/end, and UD rech/end/def for better enhancement values for less slots.
Not sure how much use the Impeded Swiftness proc in snow storm would be.
Some Def/ends in your shields, and a def/end+def in maneuvers (if you're actually using it) can help a good deal, and a steadfast def/end in temp invul or Fog could be good too.
Adjusted Targetting Rech and Rech/Tohit + normal rech IO in Aim would give you +2% dmg and an unnoticeable loss in recharge.
2 Efficacy Adaptors in Heat Loss instead of the normal endmod IOs could help too.
Those are just minor things to get more mileage though, nice build -
I'm starting to be very entertained. Kudos to you for coming up with this, Oedipus Tex. I didn't think it was possible to optimize this further, but it gives me a whole other set of considerations. Hmm. I'll play Ketch's version, which I respec'd into today before I saw your post, and then give yours a shot in the next couple days too. Thanks!
-
The more I look at this, the more I like it. Very clever indeed. The saga of the hilariously OP'd grav/emp troller continues!
Do you have a grav/emp Ketch?
IM
Quote:I'd suggest a few changes to your build. With a few tweaks you can reach 196.3% recharge which will secure you perma-Hasten, reduce the down time on IW by 5 seconds or so, reduce the down time on auras as well as allow for some endurance reduction. I did swap a few powers and some slotting to achieve this, but I'll explain why. The data chunk will follow at the end of the post.- Dropped Invisibility for Grant Invisibility. You have nearly comprehensive stealth with Stealth and the IO in sprint. Invisibility cripples you with the Only Affect Self status. Any situation where you might use it will be covered by the IO/Stealth combo. With GI you can at least aid teammates on stealthable missions or top of their defense a bit.
- Dropped Absorb Pain for Gravity Distortion Field. I find Absorb Pain fairly situational and I dislike the healing resistance it confers on the caster. GDF will help fill down time between Wormholes and can pick up a 7.5% recharge bonus with Basilisk's Gaze.
- Dropped World of Confusion for Psychic Tornado. WoC has a terrible radius and a terrible duration. The Contagious Confusion proc is the only thing that saves it from complete uselessness. Working primarily from range you won't see it offering much mitigation. In fact, I'd place my buck on Psychic Tornado offering more mitigation via its knockup and -recharge than you'd see from WoC. I shifted the slots from WoC to your auras and AB to regain the 10% recharge bonus.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1611;741;1482;HEX;| |78DAA594594F135114C7EF74B196B6B4152A6B81961DDA81CA0E2E896C612954407| |C514929034C52A7A45388BCF90158A3C62D7E10E39750A3C62FE1F2E85B3DCB6D0B| |E9A393F6FF9B39F77FCFBDF79C4EE34FA7DC423CBB2314DF643A699A1B93192397C| |DA4D35AD61E4FEEE829F7033DBDA5658DE4FECE6ECE218408971C05B33A9B4D1EE8| |B9C3C273CD05CBDDFDED6D75FAC95E32B77BE89F3376B5AC66E4D4C28D3F9181E97| |3C6816EEA9B7A1A72545064754FD3B65C743B93D6616537DFEB394333CDEAE93D3D| |A5264C3D63E8A98D78D2CC69D9C35AD8DB107C8F1521AFBC4D242C42C4846585B14| |AB0DD63AC11062EDA17150C5D5F622C106AE38C65C209A822ED4A84325444192AC1| |DDC788114EC16B9576EB1485AE4C336608576719738433B0DBA5DDFE0AD0292A5F3| |3DE127CEF186F08E76077B0DDEEB84119AE0D300609D5438C1142D37D8207A638E9| |0C79C519A053C5FEC253500CC2834B2EEFE2D387F8D821AE4C882BD3CA25A984441| |EB60B0F270A43C82B737B7B059919C310F5B359F17328C6780E23553C62ADFA61C1| |8DB47E25B47D23747E278C802F20970B8468EA28846A64016AB0F936ABE896EC299| |0579188F23E5F80D6C993D6CD5359EA17184B84C665C622610CEC0D729D86632EE6| |39A1ED88D0714A889C10A26704271423C8C510415EF72568B33C6BF32DDE60CB4D6| |6E7F0658E83372CF7184ED0F4366E4A0777A383DBD0C74D99006D977B6C6FA1C376| |B33DC2F688B473AA18CFFA04BFCE2E9E65E9E21275F356A3FCF4190CBDB2A3BDB77| |9677D925F604C951D51D9EE8333F7CB503F871A6DC5370C3E7089458CC8C20827D5| |2A612BBE57422153B034EDBFAE0FEE421EE74A05E81A4A02651DE521CA2394C7284| |9944D94144AFE6371B67714373486328E328112F0811CA1D3812F8E0BC58DE241A9| |44F1A2F850AA50EA51DEA3E49DBEE29F43FE27E450948BE7FF5516F95D8A28CA3A3| |5A9695EC13F823FA5118BC2BD6FB984FEB21EF49445626591C1B2C84059A454E87F| |15BB2D0F| |-------------------------------------------------------------------|
- Dropped Invisibility for Grant Invisibility. You have nearly comprehensive stealth with Stealth and the IO in sprint. Invisibility cripples you with the Only Affect Self status. Any situation where you might use it will be covered by the IO/Stealth combo. With GI you can at least aid teammates on stealthable missions or top of their defense a bit.
-
Hey, ty for the suggestions. I have a freespec to burn so I will give these a shot
-
Quote:Hey thanks, that's a good point. I think I was going for the "Frequent Proc" concept with ice blast.Nice build, looks really solid. How are you liking Total Focus?
Only thing I'd change about the build is to swap the Apocs into BiB since its your best attack and will make better use of the high enhancement values of the set.
I get a huge kick out of Total Focus. I had to retire my Stone/EM tank due to him being completely useless in the IO world, and I really missed the red pom-poms of doom. Frequently one-shotting stuff with TF on the tail end of Aim and Buildup is hilarious.