KnightAstray

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  1. Half of the Spines powerset is ALREADY in Thorny Assault. Spine Burst, Impale, Ripper, Throw Spines and Skewer is basically Lunge. So no AT, even a new one, would match those sets because of all the overlap in powers. Just maKe a dominator and you will basically have what you want, full mix of melee and ranged spine/thorn attacks
  2. Quote:
    Originally Posted by CheshireKatt View Post
    If you could find a way to get just a little more recharge you wouldn't even need hasten, you would have permadom with out it.
    Wow, you're right! I checked on that a while ago and it seemed far off. I guess I made a lot of improvements since then.

    I figured it out now too. Might as well spring for the 5th purple set at this point. Will drop Unbreakable Constraint in the ST hold (stealing the Range slot from Static Discharge)

    That brings Domination down to 89.4 second recharge without Hasten, so I can AFK and stay perma, sweet. Haha. Not enough breathing room to be sure I'll always hit it during action, but I'll keep hasten going during combat anyway.

    Thanks!
  3. Quote:
    Originally Posted by _M3z_ View Post
    i haven't played my fire/elec since i13, is thunder strike(high dam melee attack) bad now?

    if it hasn't been nerfed should definitely grab that power, does huge dils damage

    edit: fixed my terrible spelling

    also if u didn't grab this power in i12-i13 you were retarded, but like I said I'm not sure if it has been nerfed ;P
    Yeah, I used to have it, but cut it out. Thunderstrike takes 3.3 seconds to animate, and does 137.5 base damage. In that same 3.3 seconds I could instead used Charged Bolts, Charged Brawl, AND Havoc Punch for 244 base damage, plus 3 times as many proc chances.

    I don't remember what the numbers used to be before the revamp to say if it's always been that poor or not.
  4. As you can see from my sig, I do love my doms. But one has risen above the rest and I've decided to invest heavily in him and really go the extra mile. My mind/elec has been performing outstanding but let's see if I can't push it even further. Here is the build I have planned, which is pretty close to what I'm currently running, just waiting for some Hecatomb bids to fill really. I'm not sure how to shuffle around my 6th slot spots. A spot in Dominate would be nice to work in one last purple set, I suppose... This build has the extra slots in procs for a heavy single target attack chain, but I wouldn't mind them in the AoEs or charged armor and power surge for more survivability. Speaking of attack chains, with /elec it looks like I want to focus on charged brawl, havoc punch, and charged bolt for the best DPA. (Actually, Ball Lightning seems to be the best single target DPA of all? Seriously? But the 6th slot for recharge seems to have minimal effect...) Correct me if I'm wrong? I had thunder strike but with only minimal splash AoE damage, the 3.3sec animation makes it hard to justify. The snipe actually has better DPA (and with all mind's control can actually be used in combat) plus is handy for building dom. I'd love to fit in more LotGs but Mu Mastery and Teleportation are important to me for concept reasons. (Of course if I ever get City Traveler I'll drop Recall Friend, but that's a ways away)
    Anyway, here we go. I'd love to just get some general opinions, and any serious data on my best plan for a single target attack chain.

    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Electricity Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5)
    Level 1: Charged Bolts -- Apoc-Dmg/Rchg(A), Apoc-Dmg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(13)
    Level 4: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(17), T'Death-Dam%(17)
    Level 6: Swift -- Run-I(A)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(21), FtnHyp-Plct%(21), CSndmn-Heal%(23)
    Level 10: Havoc Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), T'Death-Dam%(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(31)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: Super Speed -- HO:Micro(A)
    Level 24: Recall Friend -- Winter-ResSlow(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), Range-I(37)
    Level 30: Teleport -- Range-I(A)
    Level 32: Mass Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(40)
    Level 35: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Dmg/ActRdx/Rchg(40), Mantic-Dmg/EndRdx/Rchg(42), Mantic-Dam%(42)
    Level 38: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(42), Mlais-Acc/EndRdx(43), Mlais-Acc/Conf/Rchg(43), Mlais-Dam%(43)
    Level 41: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48)
    Level 47: Surge of Power -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(50), ImpSkn-ResDam/EndRdx/Rchg(50), ImpSkn-Status(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 6: Ninja Run



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  5. So I figured why not throw this out there and see if there are any other suggested tweaks that could be made. With a little patience and varied lvl range shopping it has been very affordable and prefer to keep it that way, hah.

    The alternative fighting build simply replaces aid other/aid self, and classic maneuvers, uses the same slots except probably 3 titanium coating in Tough.

    A couple things I particularly love about this build is very little redraw and double assault stacked with lots of IO bonuses for 51% boost when I'm just sitting and twiddling my thumbs, haha. Helps with that sweet sweet executioners strike.

    Oh, and I mentally add in 5.9% defense from cloaking device when looking at defense totals as I I'm not sure if there's a way for Mids to show the suppressed value rather then the total hidden defense...


    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Bane Spider Armor Upgrade -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(11), Aegis-Psi/Status(13)
    Level 2: Combat Training: Defensive -- Krma-ResKB(A)
    Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 6: Swift -- Run-I(A)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(9), AdjTgt-EndRdx/Rchg(9)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx(17)
    Level 12: Poisonous Ray -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(33), ShldBrk-Acc/Rchg(33), ShldBrk-DefDeb/EndRdx/Rchg(34), ShldBrk-Acc/EndRdx/Rchg(34), ShldBrk-%Dam(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(31), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Acc(48), P'Shift-Acc/Rchg(50)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(43)
    Level 26: Aid Other -- Heal-I(A)
    Level 28: Surveillance -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(31), ShldBrk-DefDeb/EndRdx/Rchg(31), ShldBrk-Acc/DefDeb(33), RechRdx-I(50)
    Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(48)
    Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40)
    Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 38: Combat Jumping -- DefBuff-I(A), DefBuff-I(50)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Mental Training -- Run-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------



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  6. Yeah, most of the time with 5% chance of being hit it doesn't really matter either way.
    However when a few defense debuffs do land its hard to tell what will benefit more- being able to heal (which is harder when they can hit you now) or 17% more s/l resist and a couple extra % defense that could maybe avoid a cascading failure in the first place.
  7. I am curious.

    On a Bane Spider, would you take aid other, aid self, and classic maneuvers OR boxing, tough, weave?
    My medicine build defense is 50-52 and fighting would bump that a couple percent, good either way...

    Discuss.
  8. Arabelle - Crab/Bane dual build - Just a girl who grew up in the rogue isles admiring the power of Arachnos. Eventually enlisted and worked her way up the ranks as a crab. However after completing the RSF, Recluse was so impressed he asked her to be a personal special agent and she trained the bane skills to to be a little more...discreet for some missions. Her name was actually Anabelle but she changed it in dedication to the organization.

    Merulina's Hand - Fortunata by game mechanics but supposed to be a coralax hybrid protecting the leviathan from any who would attempt to steal its powers and preparing the isles for Merulina's return.
  9. /elec and /fire are THE soloing sets, but if you don't want to go there...
    /psi may be strong ST after balancing, I don't know yet.
    /ice is always reliable
    /energy may be pretty strong after balancing, again, too early to tell

    For primary it doesn't matter much, I find the ST hold is plenty to handle solo spawns. Mind is especially powerful though because of sleeps/confuse on tough opponents
  10. VS is an effective power.
    It's also an annoying power.

    If the latter outweighs the first for you, just skip it and let the rest of /elec's ultimate awesomeness carry you through.

    There's something kinda nice about being amazing before you get your T9.
  11. I don't see a sonic assault ever happening.
    Sonic melee attacks don't really make sense...
    And there's so many better assault options that would happen first.

    /Energy would be great to take on the mantle of -res for doms.