Jestice

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  1. I was looking at the numbers in Mids for Illusion/Trick Arrow and noticed that softcapping is pretty much impossible without some crazy slotting, which I admit that I'm no good at.

    I want to essentially make my first uber-awesome long-term omega-50. I've spent so much time toying around with silly character concepts, and I just want to go the full distance with one, no holds and no costs barred.

    Illusion and Trick Arrow are some fun sets, but I've never tried them together. But for all the "godly" builds, softcapping seems to be a necessity.

    I can eke out about 25% on all energy types and positionals, and a decent chunk more on S/L defense. But as an artillery configuration, I would like to cap my ranged.

    But Spectral Terror got me to thinking. It applies a -15% to hit buff with it's fear. Does that apply even if a boss/eb/av/etc have enough mez protection to resist the fear? Along with an interface for -To Hit, that could cap me effectively if I understand the numbers right.

    Is it possible, or am I missing some vital ingredient?
  2. Quote:
    Originally Posted by Chaos_Reaver View Post
    You guys are forgetting the new Synaptic Overload, slot that with the Contagious Confuse proc and laugh. 15 x 33% Chance for AoE Confuse, ontop of its base magnitude, and relativly short cast time, that doesn't cause aggro. No contest.
    Now... I LOVE Elec control to death with huggles and snuggles...

    But there is one little pin popping your bubble...

    5%

    You will miss 5% of the time, and get NOTHING from SynOver. Quick casting time for the win, but it still a face-to-desk moment when it does happen.
  3. As far as I know, yes.

    Damage procs on smoke will case aggro, probably the same with confuse.
  4. But do I need fire mastery to ignite the oil patch? If not, is there a better pool to use?

    After considering power selection, and the expensive IO set-up, I have a new build to get critiqued. It's just standard IO's, as my frankenslot-fu is weak. Just has a few of the expensive ones, mostly in health/stam and the -Rech when I can snag it. And the placate went into Poison Gas Arrow, hopefully effective compared to Static Field.

    Didn't hear any complaints on C.J. being slotted for -Rech and +Acc. So that stayed. So did contagious confusion. Between Hero Merits and pooling resources from several other characters I don't play, it should be a good bit more affordable.

    APP levels intentionally left blank, cuz I have NO idea... XD Fire seems the no-brainer, but it might be replaceable if Energy Damage can set the Oil Patch ablaze, like the i11 guide says.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 46 Technology Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Trick Arrow
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment

    Hero Profile:
    Level 1: Tesla Cage -- Acc-I(A), Acc-I(3), Hold-I(3), Hold-I(5), RechRdx-I(5)
    Level 1: Entangling Arrow -- Acc-I(A), Acc-I(7), Immob-I(7), Immob-I(9)
    Level 2: Chain Fences -- Acc-I(A), Acc-I(9), Immob-I(11), Immob-I(11), EndRdx-I(13)
    Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Slow-I(15)
    Level 6: Swift -- Run-I(A)
    Level 8: Conductive Aura -- EndMod-I(A), EndMod-I(17), EndMod-I(17), Acc-I(21), Acc-I(21), Heal-I(23)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
    Level 12: Static Field -- RechRdx-I(A), Sleep-I(25), Sleep-I(25), RechRdx-I(27)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29), RgnTis-Regen+(29)
    Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), RechRdx-I(31), RechRdx-I(31), Sleep-I(33)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
    Level 22: Acid Arrow -- Acc-I(A), Acc-I(34), DefDeb-I(34), RechRdx-I(34), RechRdx-I(36)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Synaptic Overload -- CoPers-Conf%(A), Acc-I(36), Acc-I(36), RechRdx-I(37), RechRdx-I(37)
    Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Gremlins -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(40), RechRdx-I(40)
    Level 35: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(42), Dmg-I(42), Dmg-I(42), DefDeb-I(43), RechRdx-I(43)
    Level 38: EMP Arrow -- Hold-I(A), Hold-I(43), Acc-I(45), Acc-I(45), RechRdx-I(45), RechRdx-I(46)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
  5. Recently got into the whole Electric Control craze. I love it. I prefer tech themes for my characters, and elec tends to fit that bill perfectly. I just need to know what to pair it with. At first I was thinking /Storm so the massive pile of pets could do the damage for me. Then I realized pets don't benefit from containment (at least I don't think they do). Slightly dissuaded, I then realized the AoE immob doesn't prevent KB. Then I thought /FF would be better, especially after realizing I could get 30% or above to all defenses after IO'ing and utterly dropping half of FF's powers.

    Then this weird set I never see popped up, all dangling it's pointy objects everywhere. A set that I haven't found an updated build for since i11. I realized that the ST-Immob that's provided with TA makes it so I don't (too) feel bad about missing out on Elec's ST-Immob. And all the debuffing... Plus at the end there's EMP arrow, which ties the sets together. I can stack holds. I can slow, mass immob, then set them all on fire. (Unless energy no longer sparks the oil like the guide says). About the only thing I can't do is stop their regeneration rates.

    But, my concern is too much control instead of damage. Outside of a once-a-minute Oil Slick, my main damage will come from Gremlins. I do plan on teaming as much as possible, so it shouldn't be a BIG issue, after all, that's what scrappers and blasters are for, but I would like input.

    Below is my build, after my (probably horrid) attempt at IO slotting. But comments on the build itself are just as welcome as criticism towards the IO selections.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Trick Arrow
    Power Pool: Fitness
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Tesla Cage
    • (A) Lockdown - Chance for +2 Mag Hold
    • (3) Lockdown - Accuracy/Hold
    • (3) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (5) Unbreakable Constraint - Accuracy/Recharge
    • (46) Endurance Modification IO
    Level 1: Entangling Arrow
    • (A) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (5) Trap of the Hunter - Accuracy/Recharge
    • (7) Trap of the Hunter - Accuracy/Endurance
    • (50) Trap of the Hunter - Immobilize/Accuracy
    Level 2: Chain Fences
    • (A) Gravitational Anchor - Accuracy/Recharge
    • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (9) Gravitational Anchor - Immobilize/Recharge
    • (9) Gravitational Anchor - Immobilize/Endurance
    • (46) Gravitational Anchor - Chance for Hold
    Level 4: Glue Arrow
    • (A) Pacing of the Turtle - Endurance/Recharge/Slow
    • (11) Pacing of the Turtle - Chance of -Recharge
    • (48) Pacing of the Turtle - Range/Slow
    • (50) Pacing of the Turtle - Accuracy/Endurance
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Conductive Aura
    • (A) Performance Shifter - Chance for +End
    • (11) Performance Shifter - EndMod/Accuracy
    • (13) Performance Shifter - EndMod/Accuracy/Recharge
    • (13) Performance Shifter - Accuracy/Recharge
    • (15) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (15) Efficacy Adaptor - EndMod/Accuracy
    Level 10: Ice Arrow
    • (A) Lockdown - Chance for +2 Mag Hold
    • (17) Lockdown - Accuracy/Hold
    • (17) Unbreakable Constraint - Hold/Recharge
    • (19) Unbreakable Constraint - Endurance/Hold
    Level 12: Static Field
    • (A) Fortunata Hypnosis - Chance for Placate
    • (19) Fortunata Hypnosis - Sleep/Recharge
    • (21) Fortunata Hypnosis - Sleep/Endurance
    • (21) Fortunata Hypnosis - Sleep
    • (48) Fortunata Hypnosis - Accuracy/Recharge
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (23) Numina's Convalescence - Heal
    • (23) Numina's Convalescence - Heal/Endurance
    • (25) Regenerative Tissue - +Regeneration
    • (25) Miracle - +Recovery
    Level 16: Poison Gas Arrow
    • (A) Call of the Sandman - Endurance/Sleep
    • (27) Call of the Sandman - Sleep/Range
    • (27) Call of the Sandman - Chance of Heal Self
    Level 18: Paralyzing Blast
    • (A) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
    • (29) Gladiator's Net - Accuracy/Hold
    • (29) Gladiator's Net - Accuracy/Recharge
    • (31) Gladiator's Net - Recharge/Hold
    • (48) Gladiator's Net - Endurance/Recharge/Hold
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (31) Endurance Modification IO
    • (31) Endurance Modification IO
    Level 22: Acid Arrow
    • (A) Analyze Weakness - Accuracy/Endurance/Recharge
    • (33) Analyze Weakness - Defense Debuff
    • (33) Analyze Weakness - Accuracy/Defense Debuff
    • (33) Analyze Weakness - Accuracy/Recharge
    • (34) Analyze Weakness - Defense Debuff/Endurance/Recharge
    Level 24: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Synaptic Overload
    • (A) Coercive Persuasion - Contagious Confusion
    • (34) Coercive Persuasion - Confused/Endurance
    • (34) Coercive Persuasion - Confused
    • (36) Coercive Persuasion - Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Recharge
    Level 28: Disruption Arrow
    • (A) Recharge Reduction IO
    • (37) Endurance Reduction IO
    • (37) Endurance Reduction IO
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Kismet - Accuracy +6%
    Level 32: Gremlins
    • (A) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (37) Soulbound Allegiance - Accuracy/Recharge
    • (39) Soulbound Allegiance - Damage/Recharge
    • (39) Soulbound Allegiance - Damage/Endurance
    • (39) Call to Arms - Accuracy/Recharge
    • (40) Call to Arms - Accuracy/Damage/Recharge
    Level 35: Oil Slick Arrow
    • (A) Ragnarok - Damage/Endurance
    • (40) Ragnarok - Accuracy/Recharge
    • (40) Ragnarok - Accuracy/Damage/Recharge
    • (42) Ragnarok - Damage/Recharge
    • (42) Ragnarok - Damage
    • (42) Achilles' Heel - Chance for Res Debuff
    Level 38: EMP Arrow
    • (A) Lockdown - Chance for +2 Mag Hold
    • (43) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
    • (43) Gladiator's Net - Endurance/Recharge/Hold
    • (43) Gladiator's Net - Recharge/Hold
    • (45) Gladiator's Net - Accuracy/Recharge
    • (45) Gladiator's Net - Accuracy/Hold
    Level 41: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 44: Super Jump
    • (A) Unbounded Leap - +Stealth
    • (45) Unbounded Leap - Jumping
    • (46) Jumping IO
    Level 47: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 4: Ninja Run