-
Posts
1060 -
Joined
-
Quote:My impression is that a good deal of players have many builds like this in their stable. My self being one of them.On another topic...i am very curious as to how many people actually follow through with these uber expensive builds. Over the last couple of years i have seen countless planned builds on these forums that cost billions of infamy and i have a feeling very very few realize how hard it can be to get all these IO's and even less stick to the build.
-
Drop the 53% Damage IO from Hecatomb, Armageddon, and Apocalypse. Add the respective % Damage procs from each set. A bit of math: 33%*107 equals 35 average damage per proc, which is FAR higher than the paltry 9% damage buff yields in every situation here.
I'd also use Tough as more than an IO mule-- throw the two extra slots there and make that a viable power. It stacks marvelously with the passive resistances. -
Quote:Nope. Brutes are .75, and they have much higher damage scales on their attacks in general. Look at the damage scales on Tank derived Brute primaries and you will be quite surprised.Really, the good Forge targets are VEATS, Stalkers, and Doms (all have a base damage multiplier close to 1), then Corruptors (.75), then Brutes (.6), then Masterminds (.5).
Again, though, this is all me trying to recall what I read on Paragon Wiki.
The ToHit buff is equally important when Forging allies. Because of the taunt attached to Brute AoEs, and their natural tendency to clump spawns better than anything other than a Tank, a good Brute should consistently be near the top of any reasonable list for Forge. They are simply doing more damage, to more targets, more consistently than almost any other AT. That's where +ToHit comes into play. -
Quote:Soft-capped War Mace/Shield is what you are looking for.I'm kind of an AoE freak in the sense I love hitting multiple foes as often as possible, but I'm also a fan of shredding through them before they can even attack, basically I want things to die fast, but I don't like using brawl, or filler moves. That's why SS kinda turned me off.
(Soft capped defense, in this case, means you use IOs to stack defense bonuses with your armors to achieve the same thing as what perma-elude once did. You drop all incoming attacks to the ToHit floor.) -
Quote:Brutes have the same damage modifier as Corruptors, but their attacks have far higher damage scales and an 850% cap. Also, the value of the ToHit on forge should not be overlooked.Forge other Corruptors, Dom's, and stalkers FIRST. Forge buffs damage based on the targets base damage, not the modifier, IIRC, so, brutes, belive it or not, have kind of low base damage, so your buff is less effective on them.
My priority order is Doms first, thanks to their high AT modifier and massive damage scales combined with control that benefits greatly from ToHit buffs. Stalkers/Brutes come next, chosen primarily upon build and player effectiveness. Corruptors generally come last, but certain builds and team deficiencies can catapult them to the top. -
Quote:I'm thinking Brute-Tank, Scrapper-Stalker, Controller-MM, Blaster-Dominator, Corruptor-Defender is the way that this would pan out.The alternative would be to map Hero EPPs to the reformed villains using some sort of AT to AT mapping, Brutes to Scrappers (ew), MMs to Tanks (both are fairly meh), Domis to Controllers (issues with a fair few duplicate powers, but it'd rock), Stalkers to Blasters (again it'd be a bit weird, Stalkers with PFF?), Corrupters to Defenders (pretty nice).
-
On a full team with my /Thermal MM, I just buff the Players and my Tier 2/3 henchmen. There is no point in buffing the minions.
If I have time, I might buff other MMs Tier 3 henchmen, or everyone and everything on the team. The only thing that matters are the players and my pets that count.
The only thing I could see happening is an option to turn our buffs into targeted AoE buffs somehow-- with a commensurate increase in endurance and recharge. I'd pay the price to cast my shields as a 15'radius targeted buff. The 4 minute timer is never changing, especially to your 1 hour proposal. -
Yup- the green button is clicked on for FF proc in the first. You have too many 5% bonuses in the second build.
-
You will need to add Speed, for hasten, and a Patron Power Pool for additional purple set bonuses. Also, what's your price range?
I have yet to see a perma-energize build that doesn't make egregious sacrifices to achieve it. Every build has actually lowered its potency by pursuing a glut of global recharge set bonuses. The amount of regen you get from energize is far less than the heal in almost every situation. Use it as an alpha absorber and endurance tool rather than a +regen click. The +regen is just a perk to get you over the hump of an alpha strike. -
You can't ever get the full benefits of a movement power, they're just too fast. The best you could do is roll up a Kinetics.
That said, Combat Jumping and Hurdle socketed with three Jump IOs is the fastest you could go on your MM. Add sets that increase all movement and you'd be quite fast. -
Quote:I wouldn't skip Shadow Maul now-- and I was the author of the Buzzsaw guide that stated it should be dropped way back in issue 9 when procs were introduced. It now has a 7' radius rather than a 5'radius. It may not seem like much of a change, but it basically doubled the area of effect on this skill and made it possible to reliably hit 3+ targets even against larger enemy skeletons. In fact, it offers some of the best sustained AoE damage against 3-5 targets in the game.1) Shadow Maul. If this were a Tanker or Scrapper, I wouldn't hesitate to take this power, but this is a Brute, and the 3 second cast time is certain to be bad for my fury. Should I skip it, and concentrait on making a buzzsaw build, or should I take it and just deal with the fury loss as it comes?
Quote:2) End Management; This combination includes 2 PBAoE End Recovery powers... but it it worth taking Dark Consumption with Energy Drain ten levels away? Keeping in mind that I am likely to take Stamina, at least while leveling.
Darkest Night, Gloom, and Dark Obliteration are must haves for Dark Melee IMO. Darkest Night will be ahuge benefit to EA. -
Quote:I actually just checked the in game data. CoD doesn't list it, but Rage also has the irresistible tag under detailed info. If rage just had the [Ignores Enhancements & Buffs] tag, it'd be resistible, but it also has the [Non-resistible] tag in detailed info.Can anyone grab their SS toon that is paired with a def set and confirm this in game please? It is one of the reasons I've been holding off of a SS/def toon.
thx
This means that the crash is only resistible by overlapping. An in game test also confirmed this-- a Shield/SS Tank with 56% ddr was dropped to -20% typed defense. -
Take OwtS if your build is running global defense bonuses at the sfot cap or if you lack the endurance recovery to sustain Darkest Night for extended periods.
Take Darkest Night if you are not at the soft cap. -
Quote:Actually, that tag merely means that the -20% value can never be increased if you had, for instance, a Power Boost effect on you. The tag [Non-resistable] means what it implies. See: Flash Arrow.From CoD:
Defense -0.2 for 10s (after 120 second delay) [Ignores Enhancements & Buffs]
I'm mostly sure that the "Ignores Enhancements and Buffs" portion of that also means "unresistable."
I wouldn't even TAKE rage on an SS/SR brute until I knew that it would stack and avoid the defense debuff.
SR indeed resists the debuff of a Rage crash. -
Electric is a pretty squishy set early on and really needs all of its tools to survive-- resistance, regeneration, heal, and especially -endurance. The -endurance doesn't come until level 35, but once you get there you could basically neuter a +1 Crone with Power Sink.
The other thing is that Crones are quite powerful. I've seen several of them cause team wipes on 50s. ELA also is weak against negative energy, so it's double trouble for you.
War Mace is also a late bloomer, receiving two of its three best attacks at 26 and 32. -
-
I carry lucks almost exclusively on any toon. It's hilarious that the tier 1 defense offers more mitigation than the tier 3 resist inspiration. 12.5% defense roughly equals 25% resistance, and the tire 3 orange is pegged at 20%.
It's not an exploit, we're just lucky that lucks have been made so potent, I suppose.
Tier 2 and 3 lucks are amazing... -
Quote:Glad to see that your character is playing better Ultimo.Well, I've decided to stick with the Controller. Two things have happened that have influenced me. First, I took the excellent advice of the people here, and added Radiation Infection. Second, I got to L20 and Stamina. My, what a difference.
Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?
Again, thanks to all!
I personally wouldn't skip Enervating Field or Lingering Radiation-- but that's entirely up to you. When solo, and on lower difficulty settings, they will be largely superfluous. However, Enervating Field stacks wonderfully with containment if you find your dmaage lacking. -
Quote:I'd like for them remove all gen1 cave maps from the game. They are not fun-- unless you have a bunch of Assault Rifle toons...Sort of related, would anyone complain if they actually boosted the size of the cave maps?
Like, sewer map size, only rocky? So, y'know, you WEREN'T stuffed into chokingly small spaces? The cave maps are the least fun of any maps.
Well, correction, the ones like the Hollows maps are fine, since they are fairly spacy, but the CoT narrow tunnel ones are horrible things. Absolutely horrible... -
I can only see allowing the first 10% of Fury to decay much more slowly. It'd be inversely proportional to the final 10% that requires multiple AVs and agro cap.
However, I think Fury is just right as is. -
-
Radiation Infection, Enervating Field, and Lingering Radiation are like the holy trinity. You want all three.
EM Pulse is a crucial ability. You know how Strange can do crazy things like make planet sized force fields? This skill is as close to uber as they come. You click it and everything within 60 feet of you stops-- it has a huge radius.
I slotted skills differently-- more recharge in Worm Hole and other crucial area mesmerizes. You also want your single target hold to hold, damage is just a perk unless you use set IOs for better bonuses.
I pushed back your stealth line because EF and LR are far too important.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush- (A) Endurance Reduction IO
- (3) Accuracy IO
- (3) Damage Increase IO
- (5) Damage Increase IO
- (5) Damage Increase IO
- (43) Recharge Reduction IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Endurance Reduction IO
- (9) Healing IO
- (46) Healing IO
- (46) Healing IO
- (A) Endurance Reduction IO
- (9) Accuracy IO
- (11) Hold Duration IO
- (11) Hold Duration IO
- (13) Damage Increase IO
- (45) Recharge Reduction IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (15) Endurance Modification IO
- (15) Endurance Modification IO
- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (17) Defense Debuff IO
- (19) To Hit Debuff IO
- (19) To Hit Debuff IO
- (21) To Hit Debuff IO
- (A) Endurance Reduction IO
- (21) Accuracy IO
- (23) Damage Increase IO
- (23) Damage Increase IO
- (25) Damage Increase IO
- (46) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Flight Speed IO
- (25) Flight Speed IO
- (27) Flight Speed IO
- (A) Endurance Reduction IO
- (27) Range IO
- (43) Range IO
- (A) Flight Speed IO
- (A) Healing IO
- (29) Healing IO
- (29) Healing IO
- (A) Endurance Modification IO
- (31) Endurance Modification IO
- (31) Endurance Modification IO
- (A) Recharge Reduction IO
- (31) Accuracy IO
- (33) Hold Duration IO
- (33) Hold Duration IO
- (33) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
- (A) Recharge Reduction IO
- (34) Accuracy IO
- (34) Recharge Reduction IO
- (36) Disorient Duration IO
- (36) Disorient Duration IO
- (45) Recharge Reduction IO
- (A) Accuracy IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Accuracy IO
- (37) Accuracy IO
- (37) Hold Duration IO
- (39) Hold Duration IO
- (39) Damage Increase IO
- (39) Damage Increase IO
- (A) Endurance Reduction IO
- (A) Accuracy IO
- (40) Hold Duration IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Endurance Reduction IO
- (42) Accuracy IO
- (42) Damage Increase IO
- (42) Damage Increase IO
- (43) Damage Increase IO
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Endurance Reduction IO
- (48) Accuracy IO
- (48) Damage Increase IO
- (48) Damage Increase IO
- (50) Damage Increase IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
EDIT:
And Dr. Mike is right-- I'd take Propel for soloing, dropping Crushing Field. Here are the changes.
Without Crushing Field. you will need to hover near your opponents to make sure they agro and clump up in RI. The safest place will be within your Radiation Infection's area of effect.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush -- EndRdx-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(43)
Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(46), Heal-I(46)
Level 2: Gravity Distortion -- EndRdx-I(A), Acc-I(9), Hold-I(11), Hold-I(11), Dmg-I(13), RechRdx-I(45)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13), EndMod-I(15), EndMod-I(15)
Level 6: Radiation Infection -- EndRdx-I(A), EndRdx-I(17), DefDeb-I(17), ToHitDeb-I(19), ToHitDeb-I(19), ToHitDeb-I(21)
Level 8: Propel -- EndRdx-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25), RechRdx-I(46)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Hover -- Flight-I(A), Flight-I(25), Flight-I(27)
Level 14: Teleport -- EndRdx-I(A), Range-I(27), Range-I(43)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Gravity Distortion Field -- RechRdx-I(A), Acc-I(31), Hold-I(33), Hold-I(33), RechRdx-I(33), RechRdx-I(34)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(50)
Level 26: Wormhole -- RechRdx-I(A), Acc-I(34), RechRdx-I(34), Dsrnt-I(36), Dsrnt-I(36), RechRdx-I(45)
Level 28: Lingering Radiation -- Acc-I(A), RechRdx-I(36), RechRdx-I(37)
Level 30: Grant Invisibility -- RechRdx-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), Dmg-I(39), Dmg-I(39)
Level 35: Invisibility -- EndRdx-I(A)
Level 38: EM Pulse -- Acc-I(A), Hold-I(40), RechRdx-I(40), RechRdx-I(40)
Level 41: Mental Blast -- EndRdx-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45)
Level 47: Psionic Tornado -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Phase Shift -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals: -
Quote:I don't think it uses more endurance than other sets. Good luck with the respec and try to stick it out. There's great synergy in this combination.Is Grav more endurance heavy than most sets? Rad?
Anyway, I'll respec and let you know.
I know this is a hero homage, but I could see a Grav/Energy Dominator as the best Dr. Strange option. Glowing fists? Check. Energy Expulsion? Check. And then there is your Gravity primary with many Strange-like abilities. -
Reliance on cramped indoor instanced missions really hampers any growth set. Growth in a CoT cave map isn't happening.
Maybe they could just do away with all the awful tile sets that no one likes. There are caves that work, and then there are the CoT/gen1 caves. I say kill them and make this happen. -
Quote:Well, your problem is basically that you didn't take Radiation Infection. Look at it like this, -defense makes your attacks hit way more often. That's saved endurance. The -acc debuff makes you use Radiant Aura way less often. That's saved endurance.Well, here's an example of what I've been working with. The character is only L18 now, so Stamina may help things. I didn't take Radiation Infection yet for two reasons. One, as soon as I put it on a foe, he has a habit of running everywhere, aggroing whole maps. Two, the endurance cost is prohibitive.
As for agroing the map-- you have Crush, so that should never happen.
You also took stealth quite early. That's fine, but you basically went for concept over low level potency. Radiation Infection plus your AoE immobilize is enough mitigation to level up to Single Origins. It's that good.