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Posts
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I took a break from the game when shield, pain and some other sets were newish, returned in i18 or something.
I play on Freedom, Virtue and some on Champion, and I see people using all kinds of powersets since I've been mostly playing iTrials or 30+ content (and usually if you're doing TFs with other 30+ toons, it means they are probably going to keep them unlike the bunch you see doing dfbs till level 10).
I see quite a few of the so called 'underrated' powersets (TA, Grav control, Battle Axe, Elec and Energy Blast, Energy Melee, Sonic Resonance, Devices etc), especially on Virtue since so many people favor concept there (I do that sometimes too).
But one set that I don't think I ever saw again (when I left there were plenty since it was new) is Pain Domination. I was almost going to mention Broadsword but I saw a few Stalkers lately with it. Thorns is kinda rare too, but I also saw some.
So, is there any set you barely (or never) see nowadays? I can only think of Pain, I see all the others with some frequency. -
Since Virtue is the only server that every pony name is taken, even the background characters, how come we don't have a Pony thread?
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Quote:Pretty much how I feel about the set. My IO'ed SS/Fire Brute lives in AE now. Sure I can kill 54s all day (as I said, using only Rage and FS from SS, the rest are patrons and Fiery Aura).I genuinely and strongly dislike the set for that reason. Boring and overpowered don't offset each other, both of them are bad.
If I had my way you could keep foot stomp how it is, maybe reduce the KD chance. Scrap rage and go back to the drawing board on the set's central buff mechanic. I wouldn't want it to be a copy of street justice or titan weapons, but street justice and titan weapons are excellent examples of the new dev strategy of allowing sets to be a bit overpowered but in a way that they internalize and that forces players to consider tradeoffs. There is nothing to consider with SS: take rage, KO blow, FS, and punch as a mule and then supplement with pool powers. Never, ever exemplar below 30. Character complete.
I have tons more fun with the db/elec scrapper I'm leveling, doing a sweep combo in the middle of 10 mobs is awesome, as is Attack Vitals on 5 mobs.
I can see the appeal especially for Tankers - although it takes forever to get Rage and FS, FootStomp in perma-BU mode (Rage) does 176 damage (Rage single stacked), more than Scrapper's Burst from KM which has a much smaller radius. The longer recharge isn't that important when you can use FS every 6 seconds or so. -
Regen's rez big issue (from what I read since my highest regen is 32) is that with no untouchable period, you easily die again by the time the animation finishes.
The -recovery is what bothers me the most - even if I use the same strategy an an ELA or Invul (pop some blues, use the heal, retoggle, Power sink in the case of ELA) on my /Nin, due to the -recovery in the end my end is gone after one attack chain even if I use a ton of blues right after the crash. Sr is the same, even worse because the /Nin one at least gives you +defdebuff, something SR doesn't need since you can cap it with the usual powers. -
Barrier would be nice, I went Rebirth on my EM/Nin just to help in MoM, Keyes and other AV fights where people die easily even the +3 with ZOMG purple pvp builds because they dont know how to avoid purple patches and stuff. Ageless is nice, I have it on my SS/Fire Brute, he's an end hog, badly slotted for endred and doesn't even have consume in his build anymore due to ageless.
I went with Agility for Alpha, then changed to Musculature because I <3 moar damage.
Quote:Softcapping ranged and melee is the minimum for an IOed build.By the way, how do you soft-cap Ninjitsu? Do you mostly soft-cap melee or range or both?
My planned respec doesn't cap AoE just because I want Fire Blast and Ball, but you can softcap to all three without much effort. -
I use a build similar to this (actually mine has taunt and is well slotted on other powers but I'm considering respeccing to this since he lives on AE now).
27% fire def with weave and CJ (I actually only use CJ when farming so I pop 2 lucks and I'm good). The st attacks are set mules because I don't use them even for 54 bosses, no need, they aren't even on my farming tray, I always have the AoEs up more often than I can click them.
For an AE-only build this is cheap and effective (and permahasten with spiritual, I also have ageless).
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(9)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(40)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 8: Knockout Blow -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(21), Mocking-Rchg(23)
Level 10: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(25)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(27)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39), AdjTgt-ToHit(39)
Level 20: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Tactics -- Empty(A)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), FrcFbk-Rechg%(37)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(48), Stpfy-Acc/EndRdx(48), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(50)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 20.19% Defense(Fire)
- 20.19% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 3% Defense(Ranged)
- 13.94% Defense(AoE)
- 3.6% Max End
- 98.75% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 45% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 28.11 HP (1.88%) HitPoints
- Knockback (Mag -10)
- Knockup (Mag -10)
- MezResist(Held) 5.5%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 22% (1.37 HP/sec) Regeneration
- 5% Resistance(Smashing)
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 1.26% Resistance(Energy)
- 4.39% Resistance(Negative)
- 21% RunSpeed
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Is this a farming build only?
I have a SS/Fire Brute with gobs of recharge (spiritual/ageless) and my chain is only AoE (Footstomp, Burn, Ball Lightning, Elec Fences), no need to use ST attacks to kill even 54 bosses.
I tried to recreate the build I have as an ELM/FA - mine has more fire def (30%) but I usually just go farm with Combat Jumping and the FA toggles on, two small purples softcap me anyway. With ageless I don't even use Consume (in my build I have taunt instead) but I kept it since it may be more useful than Taunt on a farm-only build.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- Mocking-Taunt/Rchg(A), Mocking-Taunt(3), Mocking-Taunt/Rchg/Rng(3), Mocking-Acc/Rchg(5), Mocking-Taunt/Rng(5), Mocking-Rchg(7)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam(9)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dmg/EndRdx(11)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit(21), AdjTgt-Rchg(21)
Level 8: Thunder Strike -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Dmg(25), FrcFbk-Rechg%(27)
Level 10: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(29), KinCrsh-Rechg/EndRdx(29), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(31)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 20: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(37)
Level 22: Maneuvers -- LkGmblr-Rchg+(A)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit/Rchg(39)
Level 26: Vengeance -- LkGmblr-Rchg+(A)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 30: Super Jump -- Zephyr-ResKB(A)
Level 32: Lightning Rod -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 38: Rise of the Phoenix -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(45), Amaze-ToHitDeb%(45)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Dmg(50)
Level 47: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), HO:Cyto(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), P'Shift-End%(13)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 18.63% Defense(Fire)
- 18.63% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 3% Defense(Ranged)
- 10.81% Defense(AoE)
- 3.6% Max End
- 90% Enhancement(Accuracy)
- 113.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Held) 5.5%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 16% (1 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
- 2.52% Resistance(Energy)
- 2.52% Resistance(Negative)
- 18% RunSpeed
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We need Rain of Fire on the Fire Epic!
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Yeah the reason I like my DB scrapper is that she is an AoE death machine with the combos and I can use them whenever I want.
If I'm in the middle of a ton of mobs, I use Blinding Feint and then Sweep (1k cuts-Power Slice-Typhoon), and scrapper Sweep still get the added AoE damage from Typhoon. Then I can do it again or switch to Attack Vitals (Ablating-Vengeful-Sweeping), and you still can hit a ton of mobs since Sweeping is a cone. Plus Blinding Feint is helping my damage aura, my accuracy, and I get to skip Nimble Slash since I never used Empower and Weaken, I just switch AV and Sweep or use BF-AV-BF-AV if I don't need to AoE everyone around me.
And the only subpar attack I have to use is Power Slice, which is not needed for AV which I use on hard targets. -
Heart of Darkness is mag 3 like all the other Controller Stuns (Flashfire, Stalagmites), isn't it?
The mag 3 stuns are worth taking, and at least the two worthwhile stun IO sets (Stupefy and Absolute Amazement) have good acc.
The Warshade Stun has mag 3, no acc penalty and recharges fast but I thik it has a 5 target cap. -
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The Posis aren't that expensive (you can bid for lower on the recipes and wait some since they usually have a lot of supply), Oblits are way more. If you play the toon a lot you can run the SSAs to get expensive recipes. The ones that really make me cry with the prices are Kin Combats. The Erad quad is more expensive than any Posis iirc.
I understand your position on Hasten... I don't like it on my Db/Elec scrapper and my Stone/Elec brute, especially the DB one since the wields two thin blades and the glowing hands look ugly. Hell I think I dislike the effect on almost all my toons, I was glad I managed to skip it on my energy/ice blaster (she has a good attack chain on SOs and sh'es an all 'pink' theme toon, so Hasten would look horrible - well thinking about it, Hasten always looked horrible on my IO'ed Dark/Dark scrapper, had her before power customization and all the dark powers with the glow... eesh). -
Yeah, Crane Kick is the one, not Storm. Storm is unskippable. I prefer Covra Strike over Crane but being identical powers, some people I asked around in the Scrapper forums actually prefer Crane Kick because CK's mitigation (KB) works on bosses.
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Quote:Well it looks much better on a Controller to me. Posted this on the feedback thread:The new damage buff on Lift and faster Propel + Impact makes it a very viable ST attack chain for controller. I tried it on dominator and it seems to be better than most of my range attacks before I have fast recharge.
If I can feel it on my dominator, I am sure it is even better for controller. You'll see two texts "Impact + Containment!".
I never played Grav and rolled a grav/dark dom. At level 8 I had the hold, propel, lift, dark blast and gloom. Toon was unslotted, I had attacks recharging more than I could use them so I thought 'well from my secondary I'll want... what? The AoE and Life drain just for the heal maybe' (didn't need to get into melee anyway).
Then I rerolled her as a Grav/Cold. Well with containment, I was doing as much damage as the dom, maybe a bit more. I decided to embrace the sT nature of the set and took the st immob so same deal, I had a seamless attack chain with decent damage (powered by containment and impact) so imo the controller had a lot more 'prospects' than the dom.
I didn't think these changed would make me want to play gravity but with such good damage, I definitely want to roll a Troller now, no matter how much the set may still underperform or not, it feels like a boss dealer at least. -
Quote:Couldn't play today so she's still 20, but I considered that Boomie since even on DOs with Statis recharging basically every mob (has 2 acc+2 rech now so that's what 50% each? Forgot) the sleep lasts long enough (saw CoD, it's telling me it lasts for 25 secs so perma with two SOs I guess).I haven't read through everything but I will say slot end mod into static field while leveling up, it helps.
And wow according to Mid's it does a ton of sapping and good +end even unslotted. I did feel a difference when I didn't have it on the mobs when I was unslotted. -
Empathy and probably Mind Control. Played a Mind/Emp (first toon I rolled in the game) from i9 to i14. Very busy toon, 3 months to get to 50 because it was harder to level then, and then I stated IOing her... Got her to permahasten in i11 or so, after that she was like 'Imma Mass confuse this groups, now Fort the blaster, wait the auras are recharged, now Terrify the groups, lemme sleep the other, this guy needs CM, oops Fort is up again, gotta hold the boss, this one is attacking the defender imma mesmerize-levitae-dominate, the scrapper needs healing, who do I use Fort now, oh time for Adrenalin Boost again OH MY GOD I'M IN MULTITASKING HELL'. She has 7 keybinds iirc. Had tons of fun with her but that's why my second 50 was a scrapper
Powersets/ATs I got to 20-40 and have no desire to play again: Willpower (bland), Warshades (don't like the gimmicks to achieve max potential like targetting dead bodies, changing forms a ton, Mires, felt like too much work to do things other ATs can do with few clicks, mine was also full of keybinds), Elec Blast (couldn't 'feel' the set).
There are always the ones I have no desire to level due to aesthetic reasons, like KM (animations don't appeal to me) and StJ (hate the sounds).
But this game is fun because even 4 years and some later, I can find a powerset I never played and I'm enjoying (Energy Blast, MA, Thermal, Storm). -
Looks nice to me. And Agility is a good choice, especially for incarnate stuff.
1) I'd pick Hasten mostly because of Energize than any other power. L.Rod benefits a lot too, but 34 secs is a good recharge time for LR, and you'll have more with the +rech from Entropic.
2) Swap the heal/end with a heal from the DW set in Energize.
3) For more global rech, you can put 5 oblits + a Kinetic crash rech/end in Lighting Rod.
4) Are you sure you need Air Sup? You have Havok Punch, JL, TS, CI and Mu Bolts already. Looks like too many attacks that can be used as ST to me. My ELM Stalker is good enough with Charged Brawl (I like it better than Havok), Jacobs, Chain Induction and T-Strike even before IOs.
5) For even more global recharge, you can slot Ball Lightning with 5 posis + 1 rech IO - it'll recharge only 1.1 second more than your current setup but all the other powers will benefit. -
My main villain, an EM/Nin Stalker (who is fully incarnated), has an old PvP build with Stamina, Stealth, 3 KB IOs, etc. I have a very nice planned build for her but since the only radical change would be adding Fireball for more AoE, I haven't done it yet because to get the defenses softcapped with fire epic I'd have to use different sets in a lot of powers, I think it'd take me 3-4 respecs to do it.
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Thanks Tex, I like your Fences slotting. If I free three slots (one from stamina, the numina unique, and some other, I didn't think this toon would be so easy on the blue bar) I can make up for the loss in s/l def from the enfeebled set by using reactive armors in the shields.
Played a bit more (Posi 1 and 2) and I'm comfy with the toon. I skipped Jolting and I'm having no issues getting close to the mobs, I played the hell out of an ice/psi dom so I know well how to position in the 'not so melee' range
I'll go for the s/l softcap and stone mastery because I'm close to the mobs all the time - even unslotted (posi 1) I had no end issues due to conductive and staying inside my static field, even spamming fences. After I slotted DOs (posi 2) I was constantly recovering 3 eps. It's one of the few toons I was using blues just to make room for other insps (or combining them) before any slotting. It was also very easy to drain the mobs and after endmod DOs in conductive I did it very fast, even the AV was sapped (he was almost dead when I completely sapped him but well that shows how good the set is since I'm using DOs).
I wanted to play elec control because I noticed the set is the first one that can do reliable AoE draining - I was in a level 40ish team playing at +3 on a melee toon (and everybody but the troller was melee), and when the elec/emp controller left we had to tone down the difficulty , when he was with us the mobs were perma sapped. It actually happened on the Posis - the brute thought he was steamrolling and went ahead without me and the team just to get killed in the next mob, guess he didn't notice the enemies were using brawl on him when on top of static, fences and conductive
I was considering Spiritual but now Agility makes more sense to me - 45% endmod in all powers, 33% rech and 20% defense look very nice. -