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As a Mind Control / Psionic Assault player, look to use these:
- 6 parts Kinetic Crash in Lift and/or Telekinetic Thrust.
- 4 Parts Basilisk's Gaze, 5 parts Gladiator's Net, or 5 parts unbreakable Constrain in your holds. If you do 4 parts Basilisk's Gaze, frankenslot the remaining 1-2 sockets for best enhancement.
- Malaise's Illusions or Coercive Persuasion in Confuses.
- Fortunata Hypnosis or Call of the Sandman in Mass Hypnosis.
- Apocalypse or Decimation in ranged attacks.
- Positron's or Ragnarök in AoE attacks.
- Hecatomb or Crushing Impact in melee attacks.
- Obliteration or Armageddon in PBAoE attacks.
Some sets are more expensive, others are cheaper. Some are level 50 only, while others are available sooner. Mix and match from the list above as fits your budget and needs. No matter what, socket Psychic Shockwave as an attack and don't use a stun set on it. Treat the stun as an added bonus.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Dommi: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Levitate- (A) Kinetic Crash - Damage/Knockback
- (3) Kinetic Crash - Accuracy/Knockback
- (3) Kinetic Crash - Recharge/Knockback
- (5) Kinetic Crash - Recharge/Endurance
- (5) Kinetic Crash - Damage/Endurance/Knockback
- (7) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Accuracy IO
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Gladiator's Net - Accuracy/Hold
- (11) Gladiator's Net - Accuracy/Recharge
- (13) Gladiator's Net - Recharge/Hold
- (13) Gladiator's Net - Endurance/Recharge/Hold
- (15) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
- (A) Kinetic Crash - Damage/Knockback
- (17) Kinetic Crash - Accuracy/Knockback
- (17) Kinetic Crash - Recharge/Knockback
- (19) Kinetic Crash - Recharge/Endurance
- (19) Kinetic Crash - Damage/Endurance/Knockback
- (21) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Apocalypse - Damage/Recharge
- (15) Apocalypse - Chance of Damage(Negative)
- (21) Apocalypse - Accuracy/Damage/Recharge
- (23) Apocalypse - Accuracy/Recharge
- (23) Apocalypse - Damage/Endurance
- (A) Malaise's Illusions - Accuracy/Recharge
- (25) Malaise's Illusions - Endurance/Confused
- (27) Malaise's Illusions - Accuracy/Endurance
- (27) Malaise's Illusions - Confused/Range
- (29) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Jumping IO
- (A) Endurance Reduction IO
- (A) Gladiator's Net - Accuracy/Hold
- (29) Gladiator's Net - Accuracy/Recharge
- (31) Gladiator's Net - Recharge/Hold
- (31) Gladiator's Net - Endurance/Recharge/Hold
- (31) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
- (A) Touch of the Nictus - Healing
- (43) Touch of the Nictus - Accuracy/Endurance/Recharge
- (46) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (48) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (50) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (25) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Range
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (A) Fortunata Hypnosis - Sleep/Recharge
- (34) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (34) Fortunata Hypnosis - Accuracy/Recharge
- (34) Fortunata Hypnosis - Sleep/Endurance
- (36) Fortunata Hypnosis - Chance for Placate
- (A) Ragnarok - Damage/Recharge
- (36) Ragnarok - Accuracy/Damage/Recharge
- (36) Ragnarok - Accuracy/Recharge
- (37) Ragnarok - Damage/Endurance
- (37) Ragnarok - Chance for Knockdown
- (A) Luck of the Gambler - Recharge Speed
- (39) Kismet - Accuracy +6%
- (A) Luck of the Gambler - Recharge Speed
- (A) Coercive Persuasion - Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (42) Coercive Persuasion - Contagious Confusion
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Analyze Weakness - Accuracy/Endurance/Recharge
- (43) Analyze Weakness - Accuracy/Recharge
- (50) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Numina's Convalescence - Heal/Recharge
- (48) Numina's Convalescence - Heal
- (50) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
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
- (46) Miracle - +Recovery
- (A) Endurance Modification IO
- (46) Endurance Modification IO
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1606;743;1486;HEX;| |78DAA594E94E135114C7EF7461E802D3D2969602052A9B40A76D00D744C48209064| |CB122084A9DC044C69469D31912777D005FC1A7704BF425D4F77089DB17C5F19E73| |A62DC97C7492FE7F73FFF7DC73CF3D33D395BB0B41C69ECE31412A5414C3282F54F| |7355D31AB75F1B2621ED4958A973BFB9AC8184B35E7CA85AA6ED6AB157945D3771B| |83A1D6F4BC61280715532E1A5A55D7761AE3F092BEA7D655DD941B37FE62956729D| |554753788B7CBAA52D3F4DB5263B0ABD68D3DAD4693173553570D23B958D376E4A5| |1DB5BCA218A65ABFD72A3AC1CB9CE5BF736E665F9697DD77319667AE07848708CF2| |3C26344DB1384D85AC5589281D5CE2D812C8F50E448B3B65544FB154209E1BF83E1| |733CDC6D87BBCFBBC1F2CF238217080544E702C2C7D56B97E9A53243546688CAECA| |232BBA8CC289599E60F43C4A22C973889FB0E1346097E9ED66757E1CBE09ACE3C65| |9011DD59420E017506ECF0C03701ACC47744F207E127A2EF1722CEB7EFB0BBD4318| |E1BC2D924DB9286D0827386EDA461EA441F7522459D48512752D48920D70876DAF2| |4422684DC411992822DB8DC8D309037C10B3B3C75EA0957885187C49784D7883808| |DE376787C1D0F3DB441B84ED8441CDB4240493D7678CF34CDCC106611C3270827A9| |8DBC21BDF43C84DE18F668F4908FFA595804A5BEF4D3CC22CF3D60E71EB889EBC7B| |60965C22DC471859E3CCF90A6DC2C4D9D957886113BC3C86F8C1AFD436B0E097F11| |131622C19FC23885BBC63FD2CC7B44FE03A297074CD216EEC9281639152250C9531| |17A0B789C4C89DC725C8093654B38935D43E4AF22A2BCE49C7DE81C65E8F31CF9B0| |2C7EB1658753F434BF3426A0936EC5FCD7F536D8C8E35BF5732D81AC81AC836C806| |C826C81DC00D906298358EF9AABA55350D069903320674162212ECF2052846F2800| |1204E900E90491404220119024C87310CB176AFE5D589F780E41387AFECF0EE74BC| |B11846BD8DACC258E31F6F5E8CC20BE271942CED1E90987937738330E67DAE1B43A| |FC0F31C5361E| |-------------------------------------------------------------------|
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If you post the data chunk, I would gladly make some changes. Go into Mids and click the export data chunk only option.
1- Superior Conditioning, Health, Stamina, and Physical Perfection are all WAY over-slotted even though I see that you did it for positional defense. I prefer to put 2-3 parts of Performance Shifter into the SC, Stamina , and PP, usually socket just the End Mod + Proc, but sometimes adding an End/Acc or such for 1.88% max hp at 3 parts.
2- It's a waste to 6 socket Health in that fashion. If you need 6 parts Numina's for the ranged defense, move it all to Kuji-In-Sha, your heal. The Numina's unique will function for 120 seconds every time you click the skill.
3- Since you need AoE after addressing the oversocketing of Stamina and PP, put an Eradication into Spine Burst or Ripper, and gain Melee defense by socketing Touch of Death into Lunge rather than proc muling it. This is better than wasting a full 6 slots on Stamina.
4- Also look to use 3 parts Aegis in Tough for some AoE defense.
5- If you indeed want a farm build, then you absolutely want to have another AoE skill. Take all of the extra sockets you save and pick up Torrent for an extra AoE attack with amazing soft control. -
As Castle has eluded to: Spines would need to be completely revamped because it breaks too many rules, does too much AoE, and has too many secondary effects. Basically, if Spines were ported, it would likely have its AoE damage reduced, single-target damage raised, and secondary effects lowered. So, it hasn't been ported because of the time it would take to revamp the set. I also suspect a good amount of tears would be shed on the Scrapper forum.
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There was once a time where I "managed" the market bids on several accounts in my tight knit SG of real-life friends. I marketeered heavily with about 90 characters, 40+ of which were level 50s. A good amount of these bids were lowball sit-and-wait, of which I checked once every 2 weeks, but there were also 10 characters on my account that were checked daily. I log into the SG bins and am still surprised at how much high end stuff we have sitting around, and then there's what's actually socketed on characters...
I currently manage just my 12 characters. -
I forgot to put the Apocalypse in Lightning Storm. Here is a data chunk with those changes. (Again, the ability for Lightning Storm to run the purple damage proc as an AoE is awesome.)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1626;765;1530;HEX;| |78DAA594594F135114C7EF74A194EE944229055A0A528A1DDA00AE0F4645E342114| |35CA246D2C0004DBA396D059FC4E5D10FA05116F9104AF0DBF8E6C2E2F65CCF72A1| |357DB449FFBFCE997BCE3DE77F3B935A99B00BB17A4E28EE8BD974A9349B4A97CA9| |A9ECBE4E72D53E972454F679D57D2BA5E58D6F450F47CB63C641142846BAB66672A| |B95C21AF4E68A0F222935FECAD5B71A1B2B0A0CE940B7AAE76DF7335BFA4E95ABEA| |C1EFEB04D170A59F57236B3B85476D1EF492D3DAFE9A5A54CD17E785D8454075DA4| |B4F9CC5C26AF052F1533736ADD6EA9F49C26A778E2875EC7E1FBC62DE4A76A165F0| |14961F84630ED33BE139A7609CD5F0083A2683ACA122240771E4148E19049B9AE50| |A14942538AD07C83D03F45D061B951563086A9C25B68C52C43660E59C1528BC2218| |B8F124B9068E590D96A52B09B1633C342703613FC1D806ED1EF27AC416D9B1CD3C6| |63DA794C3BCFE7E4F9FC7B84E33CBB0DB677C88E1C110A95617B972CE4528C58DB6| |D6018092113216C663411D6617B8FCCF2EC1BB050EB01E30721F49310FE45E8FF4D| |A8C05E5E1ED5E8FD40A1B68FBC7C9B30B843F0409B3E5E67F0B9C9A5760FA1A78DF| |00EB6EF9067D3314A393D638C7142E404217692B001CB3B65B79D6C5680CD0AB059| |41362BF88F59ADD045973CAB2E3EBEC7261C9E0B753FA55622AB84A1678CE784F80| |B42F2256113B6EF95AEF772A16528D4270BF5B17F11F66F908D1B62E3E29F0DB863| |F20F65AD40D6801C7B20410B8EC5192A63846B2409DB705451697794FF6C31F62FC| |6A68E7809AFA1BF61D9CCF01A5BB04E886F10463619EF09C92D8217EC51E554EA16| |6DD80EA184742CC11B061B1FAC490CC95582ED98AE3D6B4219A650AA96F85F9F1DF| |B611DEBCD16D019945B287750EEA2DC43B98FF200E521CA2C4AF5D351B6EB143674| |1AE50CCA59141FBE6C5EE14A0B3E8C36143B8A03C589E24271A3785102286B2855A| |BFBE88D51DD851A8AF4448993017BF5A12885F66B2145B9CDCFC5357A391CD4DF09| |D1E23646A2FE00D010116B88241B22630D91D18648CDE3BF359637D0| |-------------------------------------------------------------------|
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First, you have 10 parts of Panacea on your build, which is is the equivalent of 2-3 high end purple sets as far as value goes (Panacea [Heal] alone is averaging 1.5 billion, and three of them as you have is equal to roughly 2 purple sets at x5 parts each). You could easily get an Apocalypse into Lightning Storm, and some other purple sets as well. The apocalypse in Lightning Storm is awesome, as the damage proc can fire in an AoE if you use Hurricane to clump foes into a corner.
**Here are some changes that I would make to that build. Even if you don't follow most of them, look at how this build puts all 4 pet aura IOs into the build. Be sure to do this for an extra 20% resistance and 10% defense on all of your pets.
Also, your Alpha slot pretty much MUST be Cardiac for reduced endurance cost, as Hurrican is super powerful but costs significant end/sec. You really need it on this build-- especially if you take my advice (and that of the poster above me) and take some of your attacks.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Harrower (Alt): Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (5) Blood Mandate - Damage
- (5) Blood Mandate - Accuracy/Endurance
- (7) Blood Mandate - Accuracy/Damage/Endurance
- (9) Edict of the Master - Defense Bonus
- (A) Accuracy IO
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Gift of the Ancients - Defense/Endurance
- (11) Gift of the Ancients - Defense/Recharge
- (11) Gift of the Ancients - Defense/Endurance/Recharge
- (15) Gift of the Ancients - Defense
- (25) Steadfast Protection - Resistance/+Def 3%
- (37) Steadfast Protection - Knockback Protection
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (25) Blood Mandate - Accuracy
- (45) Blood Mandate - Damage
- (A) Flight Speed IO
- (A) Shield Breaker - Defense Debuff
- (17) Shield Breaker - Accuracy/Defense Debuff
- (17) Shield Breaker - Accuracy/Recharge
- (33) Shield Breaker - Defense Debuff/Endurance/Recharge
- (34) Shield Breaker - Accuracy/Endurance/Recharge
- (34) Shield Breaker - Chance for Lethal Damage
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Dark Watcher's Despair - To Hit Debuff
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge
- (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (40) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense/Recharge
- (31) Luck of the Gambler - Defense
- (A) Ragnarok - Damage/Recharge
- (31) Ragnarok - Accuracy/Damage/Recharge
- (31) Ragnarok - Accuracy/Recharge
- (36) Ragnarok - Damage/Endurance
- (43) Ragnarok - Chance for Knockdown
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Accuracy
- (45) Blood Mandate - Damage
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (36) Stupefy - Endurance/Stun
- (42) Stupefy - Accuracy/Endurance
- (42) Stupefy - Stun/Range
- (46) Stupefy - Accuracy/Stun/Recharge
- (50) Stupefy - Chance of Knockback
- (A) Endurance Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (40) Expedient Reinforcement - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Endurance/Damage/Recharge
- (46) Call to Arms - Defense Bonus Aura for Pets
- (50) Sovereign Right - Resistance Bonus
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (23) Miracle - +Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1626;763;1526;HEX;| |78DAA5945953526118C7DFC32222BB882262826820CA51466DBD682A6B5AC46C9C9| |6A92687D1A332C3D601D2AEB2E5B20F50532EF921CAB16FD35D8B4BDB353DCBABD0| |701933FE7FF09CF7D9FEC773522B13762156CF09C57D319B2E956653E95259D3739| |9FCBC652A5DAEE8E9ACF34A5AD70BCB9A1E8A9DCF96072C428870EDD4EC4C25972B| |E4D5090D54FEC8E4177BEA4E5CA82C2CA833E5829EAB5DF75CCD2F69BA962FAB875| |F6CD3854256BD9CCD2C2E955DF47D524BCF6B7A692953B41FFE2E42AA837EA4B4F9| |CC5C26AF052F1533736A5DB7547A4E935B3CF1C3ACE3F0F7C62DE4A76A165F01496| |1F84630ED33BE139A7609CD5F005151341D650911A02B8F20A470C8A45C57A8D024| |A1294568BE41E89B22E870DC282B18C354E12D8C6296213387AC60A945862C3E4A2| |C41A255E181AD2605A76931332C046733C1DF01E8167D7EC21AD4B6C9356DBCA69D| |D7B4F37E4EDECFBF4718E2DD6DD0DB21DB3B22142A437B972CE4528C58DB6D60180| |92113216C663411D6A1BD476679F60D58A8F580F18310FA4908FF22F4FD2654A097| |9757357A3F50A8ED231FDF264477081E18D3C7E70C3E37B9D4EE211C6B23BC83F61| |DF2DE748C52CEB131C638217282103F49D880E39D72DA4E362BC06605D8AC209B15| |FCC7AC5698A28BA7105D7CFB1E9B70792ED4FD944689AC12069E319E13122F08C99| |7844D68DF235DEFE142CB50A85716EA65FF22EC5F948D1B60E3129F0DD831F987B2| |5620AB5FAEDDBF46A1E3EB8C0DC62621FA9EB00DB72A26ED8EF13F5B9CFD8BB3A9C| |35EC26B986F500E33C86587B86C82CB0E73D9612E9BDC2278C11E556EA56ED1B4ED| |101A918E8D70C360E383358921794AB01DD3B5674D2883144AD512FFEBB3633FAC6| |3BDD9023A83720BE50ECA5D947B28F7511EA03C449945A97E3ACA769DC2814EA39C| |41398BE2C397CD2B3C69C187D186624771A038515C286E142F4A00650DA56A751FB| |D31AABB5043919E28093260AF3E14A3D07E2DA428B7F9B9B8462F8783FA2B213ADC| |C618A9BF016888883744920D91B186C86843A4E6F15F897E39F5| |-------------------------------------------------------------------|
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Quote:That's pretty much the gist of it.So, let's say I have my Bots/Traps. I give him Provoke. I also take all my Rifle powers.
Here's a mob. The alpha strike is taken by Seekers. Traps are laid down. Now I start blasting and taunting.
I am more effective in both survivability and DPS than I would be just twiddling my thumbs and waiting for my Bots to go down.
Did I guess right? Thanks for working with me here. -
I have a Rad/Dark defender, and Dark Blast can be recolored putrid green and red to match Radiation Emission and even surpass it. Your attacks look like you are hurling toxic waste at enemies.
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If you can hold agro on your MM rather than let the pets take hits, then incoming damage is first mitigated by your defense/resitance and then divided up to 8 ways. The builds that do this will also have very high self protection values-- some combination of defense, resistance, self heals, and regeneration. This means that your pets last longer and ultimately so does the MM; every pet that dies will lower your DPS, for which ultimately -hp (enemy death) is the most potent mitigation on spawns, and you then must invest endurance and valuable animation time in re-summoning mid combat rather than healing, buffing, debuffing, or attacking.
However, Provoke is VERY overrated on these boards because many players don't understand what the taunt effect does. First, Provoke has terrible values and requires a hit check, which means that you must commit to socketing both taut duration and accuracy. Very few builds I've seen actually do this. Second, you must also take attacks to inflict damage to generate threat that is then multiplied by the taunt effect in Provoke. Debuffs, mezzes, and proximity also generate threat. See here for details: http://wiki.cohtitan.com/wiki/Taunt_(Status_Effect)
I have seen so many players rave about their Tankermind builds, when the truth is that Provoke is doing very little to hold agro after the alpha strike because they also lack attacks and debuffs that generate threat. -
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Try a new AT and build for concept over power-gaming. Most of your builds fall fall into the classic power-gamer types: Stone/Fire Tank, SS/WP Brute, Fire/Kin Controller.
Try something new (Dom or MM are my suggestions as they are very unique), something that is team oriented (Def or Corr), and build for concept with a cohesive back story and design for the character. Build your character by choosing a primary and secondary that are new and unfamiliar with little to no concern for how well they will farm/solo. -
Quote:All of your characters already seem to be AoE centric farm builds. Do you want more of the same, i.e. similar power-gamer type builds? If you do, then roll up a Fire/Dark Corruptor.I already have:
fire/ss tank
fire/kin troller
WS
spines/fire scrapper
ele/sd brute
ele/fire brute
Something that is far less common would be a Bow/Trick arrow, Assault Rifle/Dark, or a DP/Traps. All sets have crashless nukes and solid synergy, but they aren't min/max power game builds. The DP/Traps could get very solid defense though. -
What I like most about Hail of Bullets other than its animation: Armageddon + Fury of the Gladiator.
This is the only crashless nuke that can run a -resistance proc and a purple damage proc. And -resistance on a DoT amounts to increased damage after the first tic. -
The tank will have 33% more defense and resistance than a Brute (scale 1 vs 0.75).
You may be looking at the regeneration values and seeing that they are the same. The only thing that doesn't change is the regeneration percentage-- this is because the Tank has more base HP which means that while both sets might have 500% regeneration, the tank will be receiving more hp/second. -
I have no pics, but it's a light purple glow with little effects that emulate bullets defelecting off the shield every once in a while. I would say that it is very unobtrusive for a shield, but the color may not match your character.
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The best pairings for Ninjas are /Traps, /FF, /Storm and /Dark. This is because the Jounin have very solid positional defense values and the other pets have low but universal protection (Range/Melee/AoE).
In fact, one of the best pairings might well be /FF. Your Genin and Oni can achieve 55% defense to all positions while the Jounin can hover around 65%-- this involves power boosted bubbles and the defense aura pet IO. The Genin will still fall now and then, but the Jounin and Oni are unstoppable beasts with /FF.
Traps could get high defense numbers-- but not quite full time soft capped. It does have plenty of tricks that make up for this, however. -
This. It's the reason the proc is dirt cheap. It's too bad as well, as the debuff that never fires is marked as irresistible, which would make it very potent against AVs.
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I think Zombies actually pairs better with Dark Miasma because Lich can reliably layer -ToHit with Dark Miasma to grant the equivalent of soft capped defense via ToHit debuffs. You can also go with a Musculature Radial for increased pet damage as well as augmenting the ToHit debuff on Litch, Dark Servant, and both your attacks/secondary.
I actually really like the Litch now that his Torrent is Knockdown rather than Knockback. -
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Quote:Err, exactly. That's what 25x 30 seconds is equal to.and the duration on the presents isnt even close to 12.5 minutes, i think its 30 or 60 seconds for a single present, in order to keep it up for like 10 min you would need a full tray of them
I have used these things a bunch and never noticed it on other ATs. I guess they aren't bugged for the specific AT, but is this WAI even after all of these years? It seems like they were intended to be AoE buffs, rather than stacking based on how many allies are in range. -
Oh my, that's very interesting. I thought this was isolated to MMs.
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There is an unusual bug with Present inspirations and MMs. The AoE Heal/Buff is applied multiple times to a single target rather than spread out to all targets within the area of effect. If a MM eats one of the defense presents, s/he will inherit 6x33% defense, thus binging them up to the AT hardcap with a single inspiration.
This also works on MM pets. With regards to the damage present, rather than having all of your pets receive 50% damage a single pet will receive 300% damage.
This bug can be a little game breaking in certain situations. Even recluse is trivialized at 175 defense for 12.5 minutes. -
Has anyone else noticed this interesting bug with present inspirations and MMs?
The way presents work is that they apply an AoE Heal/Defense/Damage/Endurance buff for up to 16 targets. However, on the Master Mind, any on these buffs that hit your pets are instead dumped on you (or the corresponding pet that you feed the inspiration to).
This means that:
- 1- You can reach the defense HARD CAP on your MM with a single inspiration (33% defense x 6).
- 2- You can completely fill your endurance bar from 0 to full (50 Endurance x6).
- 3- You can damage cap your tier 9 pet or yourself with a single inspiration (50% damage x5).
While the bug is interesting, I would much prefer for present inspirations to function more normally, by applying a buff to each respective pet/entity rather than stacking them in a single application. -
See: http://wiki.cohtitan.com/wiki/Taunt_(Status_Effect)
Most "Tankerminds" have no clue how the Taunt effect works in game and just stand around spamming Provoke. This approach is somewhat ineffective if you aren't also attacking or have taken attacks to generate threat. Taunt/Provoke is a threat multiplier that works marginally well by itself because it generates some threat on its own. You need to attack/cause damage/generate threat as well as layer Provoke to be most effecctive, and your build has very few attacks that will cause enough damage/mez/debuff in order to generate such threat.
Dropping Provoke isn't as bad as it seems, and most "Tankerminds" should really read the link or play a Brute/Tank to better understand why simply spamming Provoke doesn't hold agro all that well. Pets and allies will rapidly strip agro off of this type of uninformed Tankermind.
My opinion is that if you can't generate threat and multiply it with the taunt effect in Provoke, then it may be better to grab something else. And since you are a FF mastermind, Manuevers will have a very significant effect since it's stacking on an already high level of defense. -
Quote:That's not at all how the FF proc works with Bonfire...You mentioned your Procs but you either failed to look or decided not to mention that my Force Feedback +recharge proc has a chance to go off every time a mobs hits my Bonfire. And when it goes off my Proc that I spent 5k on and single slotted in a silly power like Bonfire just beat all that recharge you spent BILLIONS to obtain..
And since I run on a setting of 8 I have many mobs hitting my Bonfire at any given time. End result my 10% chance proc goes off A LOT.
Bonfire is a very underrated skill on a ranged MM set, but it's not feeding your recharge like this.