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Quote:This.Ice/Kin is a fantastic combo. I have fond memories of doing Siphon Speed to a Freakshow Tank, then hitting him with several of those fast animating Ice attacks, and watching him "run" towards me. The stacked slows were awesome.
Fulcrum Shift + Ice Storm + Blizzard is just sick. And a fun thing you can do is pop a blue insp then do Transference before the Blizzard is finished so you're back at full endurance while the spawn is still flopping around.
Another good one if fire/kin, but they both have something to say for them - personally I prefer the ice/kin, but I have both.
On the fire/ I ended up not really using Fire Breath, as it's a cone, since you get Fire Ball instead - much easier. This is an edge over ice/, which doesn't have a targeted AoE like that and on which I make do with Frost Breath as an alternative.
As compensation you get two holds on ice/, one is a bugger since its activation time is like 4 years, so you can write that off along with the snipe (snipes are very situational indeed, but therefore in the big picture rather useless) in fire/ which leaves you with a solid hold on ice/ vs a targeted AoE for fire/. This looks to be in fire's favour.
But let's not forget ice has some neat side effects which will make a difference with the amount of stuff you're throwing around (kin recharge... you throw lots) and then there's the decider: the nuke.
I could write a book on this - "The 3064 ways in which Blizzard shows supremacy over Inferno".
Honestly, Blizzard is a hazard, iirc it's the single most damage per activation power in the game, with FS your combo allows you to pull the most damage from any single power that way and the beauty of Blizzard is its rarely wasted.
Inferno just strikes once and that's it, any excessive damage is voided.
If you hit the mobs (upto its targetcap - another thing Blizzard as a rain doesn't suffer from) for 3 times as much damage as they have HP... well... that sucks, but they're not gonna die more than once.
With Blizzard you just herd mobs to aggrocap, then preferably stand between 1-2 more mobs as close to each other as possible that don't react and when everything draws near you FS and unleash all hell. Most stuff dies in but a few seconds, but Blizzard goes on for 15.
The result: Stuff dies, more enemies fit under aggrocap, take aggro, approach, die as well, etc, etc...
And then there's the easy recovery Sardan already mentioned, which is yet another advantage of Blizzard being a rain rather than one big bang of doom. If you select a boss before you drop Blizzard you can usually transference off him before the poor sod dies. -
I found this in an enhancement table of a base I rarely use and it's lvl 20. No idea why, I only use lvl 10 ones so just wanna get rid of this.
2 bill, pretty cheap atm - only glad's armor +def on WW at the time of writing.
As said it's crafted, it's lvl 20 and it's on WW. Please rid me of it. -
Quote:Pretty much the combination of the first and the latter point - the fact it's a proper tri-form build that will work both at 50 and at the same time can examplar pretty far down without becoming a flying furball standing as far back as possible as to not draw too much attention while spamming its only half-decently slotted attack left.Um ... what part of Ms Terry's build above "convinced" you of ... this? The fact that it's built as an Exemplar Friendly build which isn't totally loaded out with Level 50 Everything? Is it that it only uses a single (Pet Set) Purple IO? Is it that it's a Tri-Form Warshade that delivers "decent" performance in all three forms, and is slotted out to provide meaningful differentiation in ability between the forms?
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I largely share the OP's concern. It's true that bases are still used (errr... actually, not by me - I like building them, but the aesthetics are most I enter them for nowadays, bar reaching Crey's Folley, though I know others do!), but really not that much and even the need for what most people still do use it for is very debatable.
It's an aspect of the game though I think should definitely be preserved and restored to a more prominent state. Bases just need serious and thorough revision.
Shhhhh! For heaven's sake don't jinx it. We'll be able to start CoP from Pocket D in I20 if you say that again. -
It sure did! That's a great sumup.
I'm thinking now it's either ice/DM or ice/ice. Lack of AoE with DM could be solved by picking up salt crystals from earth mastery.
Another question: I was thinking of making Hoarfrost perma, but how necessary is this? Is an ice tank generally fine without it up or is it more common to have it up as much as possible?
The downside of making it perma would be I no longer choose when to hit it which partially removes the effect of the healing in many scenarios. In other words I suppose it would actually become less useful as a tool for handling the stray massive damage hit from for instance an AV getting through my def. -
I want to roll an ice tanker today as I've always sort of liked the idea but never got around to making one.
The big question is: what secondary?
I feel inclined to just go with ice/ice and figure something out for that along the way, but just to prevent making a big mistake here I'd like to hear the experience of people who have ice tanks first.
What really notable differences do the various secondaries offer for an ice tank particularly?
Any reason I should not pick ice/ice or any reason a different combo is just much better?
Bear in mind however I see my role as a tanker as follows: I need to have capable aggro management, be durable and be mobile in that order. Dealing damage is NOT a factor AT ALL. I couldn't care less if it deals little to no damage as long as it keeps the mobs away from the squishies and doesn't die.
Edit: PS: Oh yeah... absolutely no stone - that one's not in the running. -
Just started reading this. I think it's quite amusing.
One thing that's been mentioned a few times though is how "Mids' told me... [long story]... so I came to conclude power X doesn't have 120% acc, but 90% acc. Why? Because Mids' says.".
As has been mentioned before Mids' shows your chance to hit, not accuracy... in that particular place you're looking, at least.
Two revelations for people who trust Mids' with their life:
1) Mids' isn't a product of little developer underlings in the game engine spitting it out directly from there. It's third party - it can be wrong.
2) HOWEVER, good news: coincidentally Mids' does have the right numbers - you just don't know where to look. Lock a power, go to Window -> Data View and oh my what's that? Accuracy, second attribute on the list.
Much confusions on topics like this one can be prevented not only if people had a better understanding of the mechanics themselves, but even if only they had better knowledge of the program they choose to follow blindly instead. -
Quote:My build for reference, perhaps it can give another idea for a tweak or anything.Originally I did want taunt but after tweaking the build a bit I'm kinda stuck with Maneuvers...although I could tweak some more. However I have no idea where I would get slots to slot the taunt lol...
With full Invinc bonus all but psi def softcaps and if you switch off the accolades for comparison to your own build it still gets about .5 end/s net gain more. Taunt is in there and with the force feedback proc DP effectively permaruns.
You'll need the Cardiac to make it work. It does in fact work without it, but it will be MUCH better with Cardiac - Cardiac actually makes this build very solid when it comes to end. Since I slotted that the end only ever drops on a rage crash and it recovers right back, apart from that you can hardly tell the toon is fighting anything if you're not looking at it.
The DPS on my build is somewhat lower as a result of the tradeoff. I put a higher focus on durability myself.
Villain Plan by Mids' Villain Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), Mako-Dmg/Rchg:50(9), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam/EndRdx/Rchg:50(3), Aegis-ResDam:50(7), Aegis-Psi/Status:50(9), S'fstPrt-ResDam/Def+:30(40)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(21)
Level 6: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(25)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Super Speed -- Clrty-Stlth:50(A)
Level 18: Unyielding -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(19), Aegis-ResDam:50(36)
Level 20: Hover -- LkGmblr-Rchg+:50(A)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam:40(27)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(33)
Level 26: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(45)
Level 28: Invincibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(33), RedFtn-EndRdx:50(36)
Level 30: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
Level 32: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Sciroc-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(46), FrcFbk-Rechg%:50(46)
Level 35: Boxing -- Empty(A)
Level 38: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
Level 44: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(45), RedFtn-EndRdx:50(45), LkGmblr-Rchg+:50(46)
Level 47: Superior Conditioning -- P'Shift-End%:50(A)
Level 49: Physical Perfection -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(50), EndMod-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:25(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(27), Mrcl-Heal:40(34), Mrcl-Rcvry+:40(34)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/Acc:50(40) -
Well, it's simple really.
Every power recharges... without any boost, that's base recharge, 100% or noted as 1.0.
Then there's recharge enhancement in the power. For instance if you slot it with enhancement 2 through 6 of Doctored Wounds you have 97.49% recharge enhancement.
Then there's the global recharge bonus, let's say for instance - just making up a sample number here - 115%.
Then you have:
Base: 1.0
Enhancement: 0.9749
Global: 1.15
Recharge time = [base recharge time] / [sum of recharge].
Dull Pain has a base recharge time of 360 seconds and it lasts 120 seconds so the recharge sum required to make it perma is 360 / 120 = 3.
You always have the base recharge speed of 100%, so you need to add 2 (3 - 1) to that.
There's enhancement of the recharge attribute of DP and global bonus you can use to achieve this - 2 factors. Thus since the diminshing returns of enhancement diversification allows you to get just a little less than 1 out of enhancing the power's recharge attribute (assuming reasonable slotting and no spiritual alpha) you need to get a little more than 1 out of global recharge.
As a result, say approximately 105% should do it.
You also need to take into account the cast time. Strictly speaking the above-mentioned calculation of 360 / 120 = 3 should've been 360.73 / 120 due to that, but .73 second cast is pretty much negligible in this case. It matters for powers with a long cast time. -
You could try to balance the defense out a bit more so you don't get to the S/L softcap without substantial Invinc bonus either and as a tradeoff get higher def against enegies and elements, but that's just a matter of preference I guess.
Comparing the average end drain per second of your various attacks and your net end gain that of my SS/Inv Brute I can tell you you'll almost certainly want to get a Cardiac boost on that, especially if you're gonna want to run Maneuvers regularly as well, but even without that. It'll be the difference between a managable build that fights well even on low end (after multiple rage crashes in a long fight) but is just a bit slow at times between never having the slightest issue with it again. Besides if you go for a Cardiac Radial you'll also boost your resists a bit more so it's not a bad deal anyway.
I'd also suggest picking up Taunt since you will find yourself being the tanker by lack of a tanker on some team at some point and not having taunt then is gonna be plainly annoying to deal with.
Last but not least: put a force feedback proc in footstomp, seriously.
You have DP on a 115 second recharge with the Hasten bonus, but Hasten on a 145 second recharge.
I have DP on a 112 second recharge with Hasten bonus, but Hasten on a 140 second recharge, however in practice in nearly every mission / TF from start to end I got DP up perma with a 10 to 15 second overlap even, thanks to the force feedback proc giving me plenty of 5 second +100% recharge boosts to compensate. -
For the record: most of those DE have a 68% tohit, that's 18% above the most commonly encountered tohit which precisely for that reason the term 'softcap' was based on. Softcap is just what we call the amount of defense required to make the do-you-or-don't-you-get-hit-formula spit out a 5% hit chance since that's also a built in floor value in said formula. Essentially it comes down to it you need not 45%, but 63% allround def to get their chance to hit down to 5%.
Popping a small purple will get you 12.5% into that direction, popping a medium purple will be more than sufficient.
In addition to this there's the before-mentioned lieuts - Guardians to be precise. They're the shiny purple crystal guys. Kill them first and kill them in one hit. If one sees you and he doesn't die instantly he'll crap out a Quartz and you have about **your HP bar divided by their combined DPS** seconds to kill the Quartz. You can forget all about defense at that point because each Quartz will boost the tohit of all nearby DE by no less than 100%. So if there's 2 Quartz, start pulling them out of range 'cause even regularly 'softcapped' def combined with Elude and Darknest Night isn't gonna save you.
Edit: For comparison most Nemesis have 55% tohit and if your SR toon is just barely softcapped and doesn't really have resists even they can be a bugger to do sometimes, although still doable. DE is another step up from there. -
Allow (in terms of room parts) walls without ceilings.
This - even with the more than awkward 'flooring options' we have currently - would open up a world of oppertunity since it would allow for rooms to be connected at two levels substantially apart, contrarily to the difference between neither the low or high floor and both the low and high floors.
Right now when it comes to creating different levels in the base I find myself most obstructed by the limits of my rooms and neccessity of doorways which pull everything back to the ground before you can make someone go up again.
The vertical space spanned by the low and high ceilings together is more than enough for someone to move through. The only problem is that as soon as you click add on the wall part the editor seems to assume you wish to fill the space up, but I don't.
Imagine I'd have a center room - room A, rooms B and C north and south of that respectively and rooms D and E west and east of it respectively.
I could leave D and E with just low floors in them, construct the interior of B and C such that the player reaches the doorways to A in those rooms at the height spanned by low floors, high floors and walls and follow this through through the doorways into room A. Then it would just be a matter of making the northern and southern tiles of room A wall height as well, creating a lower level corridor from west to east and construct a higher level one using the objects we know all too well that crosses the lower one in a viaduct sort of manner. Add some stairs leading from one to the other path so you can switch between them as you get there, followed by whatever decorations you can come up with to give it all a central hall kind of feeling with an elevated glass walkway running through it or whatever it is that you're trying to accomplish et voilà - done.
Now I know all of this is already possible... in a single room - to a very limited extent like so many things - but this would allow you to follow the trend through in your entire base rather than being smacked in the face with a feeling of broken consistency in architecture everytime you're forcefully being lead into the next room as to overcome room-bound functional object limits.
And all of it could be done with but a minor change as well. It's so close, yet just out of reach because every time you click the middle "Add" button of the 5 it automatically adds all the others for you as well. -
I really am awful at everything melee not a Stalker.
Quote:Right, I should stop making assumptions. I verified and confirmed Shield Wall's recharge bonus and figured the same would go for this because that would explain the recharge difference of 15%.No, panacea's recharge is PvE as is Gladiator's net actually but that's another matter.
This is indeed not the case and, all in all, I still don't understand where that difference is coming from.
Can you confirm that 190% is what you read off the totals viewing my initial build without modification?
This is still a tad annoying since without knowing where that's coming from I have no idea if it may not be off on other builds I did either.
At least it seems no wonder now I started off all wrong on this build. I thought the recharge bonus I had had actually pushed the recharge time of Rage just under 60 which I guess wasn't the case at all if the bonus was only 190% and I also through that that is exactly what had to be achieved to prevent the -DEF component of a Rage crash which isn't the case either.
With that in mind your build looks a lot more sensible.
The only thing that saddened me to see for a moment was that the complete overlap seems very hard or almost impossible to achieve which was the core idea of the build to begin with: getting 2 Rages perma stacked.
But then I realized i19 will solve this...
With just 2 minor modifications to the build you suggested I can still maintain softcapped defense whilst slotting the Rage with an Adjusted Targeting set instead of Gaussion's Synchronized Fire-Control set, thereby upping the recharge enhancement in Rage to 97.49% post-ED and the global recharge bonus to 185%.
Correct me if I'm wrong on the next part, but I figured with that as a basis a Spiritual Core Paragon Alpha enhancement should do the following to the recharge:
(The following is without even taking into account the 15% recharge enhancement that is subject to the diminishing returns of enhancement diversification from the Alpha enhancement.)
Recharge = 240 / (1 + 0.9749 + 1.85 + 0.3) = 58.18 seconds. -
Quote:It would appear so after looking it up. The complete set is there because my install of Mids' - when set to PvE mode - actually says the recharge bonus is in effect, but ParagonWiki seems to confirm what you're saying.My point was that the PvE bonuses for Shield Wall are of very minor value beyond the 3rd slot.
These are the PvE bonuses:
- Two enhancements improves your Regeneration by 10.00%.
- Three enhancements increases maximum Health by 2.25%.
- Four enhancements increases Energy and Negative Energy resistance by 1.89%.
- Five enhancements improves the Damage of all your powers by 2.50%.
- Six enhancements increases Toxic and Psionic Resistance by 1.58%.
The resistance numbers are to small to matter, and +2.5% damage is a tiny drop in the bucket for an SS Brute.
And this also explains how you got to 190% whilst I have my totals here saying 205%, since Panacea has another 7.5% bonus in PvP only which it's adding in PvE mode here for some reason.
Another thing to revise... -
Quote:... and Panacea, right?I'm not sure, it could be my version of mids (using an unofficial version by leandro) but only 190% is showing.
Is this a PvP build? If it's not, and your intent is PvE - you might want to take a second look at Shield Wall.
It's PvE, there are 12 PvE enhancements in it. The concept of using enhancements for their respective benefits shouldn't be too hard to grasp. Those enhancements are in there because they provide the bonusses the build needs to work and those bonusses are not always provided by their PvE only companions. Remember that PvP enhancements aren't different from PvE enhancements when it comes to PvE - they just have their own set bonusses like any other set, nothing strange about it.
Quote:The build I posted has 245% regen & aid self. I'm not sure what your build has that does more for the green bar.
This is incorrect.
In my build you will never, ever, suffer the -DEF crash. You only need to stack Rage right before the crash, which means just under 120s, with 115s being a very safe number.
I figured if your recharge is not 60 or less that means you can not cast the second when or before the first is half way through and thus not cast the third before the first ran out. As a result the 3rd wouldn't be in affect when the first ran out and thus you'd be running 1 Rage for a moment and not have it double stacked causing a Rage crash to kick in until you cast the next. Resulting from that train of thought is the assumption you'd need to fire up a Rage every 60 seconds to keep a Rage crash from occuring.
It was stated, however, that the Rage crash essentially is part of the Rage and just active the entire time with the debuffs kicking in after a 120 second delay and that unstackable from caster, which is self. That in fact means the flag is shared by all Rages, thus you only need to fire one up every 120 seconds.
I didn't immediately pick up on that as I was still stuck with the thought it had to be stacked, but that isn't the case at all then, is it?
As long as you keep a Rage running... even just one, but you make sure you fire it again before the last runs out (you'll have a second overlap, but that overlap is not exactly the first thing that comes to mind when talking about stacking them) it won't crash.
In short: 120 seconds is what you need to get below to prevent a crash then, not 60.
Adjusting my thought there I can indeed see that working. Thanks for clearing up yet another thing.I'll have to go back to fiddling and revise with that in mind as that does very much change the pros vs cons judgement of various slotting choices.
Edit:
Quote:3) Considering you started this thread to ask questions on the mechanics of Rage crashes, you might want to listen more than chomp at the bit to tell me how the power works.
It's quite a normal way of conversation to get thoughts and different levels of understanding of a subject on one line.
As such I thank you, again, but I'm just going to ignore this comment. -
I'm not quite sure how you came up with 190% there.
The build I suggested has 205% recharge bonus, the 20% from quickness included. The gap between the double-stacked Rages is less than a second and that is due to cast time.
In your comparison you're forgetting the presence of green in the health bar though.
This isn't just any build with recharge to keep fancy toys going. Lack of recharge here will kill you.
It's exactly why I verified about the Rage crash being preventable as far as -DEF goes in the first place. This thing has no resistances, it's just softcapped on def and not with a whole lot of margin either.
With 180% recharge bonus you'll have to deal with -20% def for about 9 seconds every minute, that's 15% of the time you'll be running 25-30ish percent def with pretty much no resists or no resists worth mentioning at the least to say. In that scenario Aid Self isn't going to help you either, because Aid Self helps best - in this particular build - when you need it least, seeing as it's interruptable.
I chose to go full def on this and only def as opposed to one of the 9 million Brute builds out there with a much greater focus on resistances and that also means getting that Rage to fully overlap is vital unless you want to inspect a particularly intruiging floor tile. -
Oh, an extra pool à la i19. And there's my Mids' telling me there are no updates yet.
Quote:Yeah, I'm aware of that. That won't be an issue.I used the Glad unique because you had it in your build, but I just thought I'd point out that it costs anywhere from 2-4 billion inf.
Regardless, I'll fiddle with it. It looks alright, except it really doens't have enough recharge for my liking yet, which is exactly why I discarded the slotting more similar to this that I had before.
You have some details different in there I overlooked at first though, so I'll need to look at that one again and see if it can be made to work as planned.
Thanks for the input. -
Quote:Oh well, alternating 50 seconds of damage and 10 seconds of no damage then... I can live with that I suppose.The damage crash from Rage will take you well below -9000%. Not even kidding. By the way, slot for EndRdx on Foot Stomp. What's your secondary?
I can still keep footstomping nonetheless to keep mean people off their feet.
I was thinking along these lines:
(Note: non-constructive flamers begone. This is not even meant to be a farmer like you assumed, it's meant to be a lolbuild for laughs, nothing more and nothing less.)
Villain Plan by Mids' Villain Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
The Grump Thump: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Jab -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(46), Amaze-Acc/Stun/Rchg:50(48), Amaze-Acc/Rchg:50(48), Amaze-EndRdx/Stun:50(50)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(3), LkGmblr-EndRdx/Rchg:50(3), LkGmblr-Def/EndRdx/Rchg:50(5), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(11)
Level 2: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(7), LkGmblr-EndRdx/Rchg:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(9), LkGmblr-Rchg+:50(11)
Level 4: Agile -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(13), RedFtn-Def:50(15), RedFtn-EndRdx:50(15), LkGmblr-Rchg+:50(17)
Level 6: Swift -- Run-I:50(A)
Level 8: Combat Jumping -- SW-Def/EndRdx:50(A), SW-Def/Rchg:50(17), SW-EndRdx/Rchg:50(37), SW-Def/EndRdx/Rchg:50(39), SW-Def:50(39), SW-ResDam/Re TP:50(46)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(40)
Level 14: Super Speed -- EndRdx-I:50(A)
Level 16: Health -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(42), Panac-Heal/Rchg:50(43), Panac-Heal/EndRedux/Rchg:50(45), Panac-Heal:50(45)
Level 18: Dodge -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(19), RedFtn-Def/EndRdx/Rchg:50(19), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
Level 20: Evasion -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(21), RedFtn-Def/EndRdx/Rchg:50(21), RedFtn-Def:50(23), RedFtn-EndRdx:50(23), LkGmblr-Rchg+:50(25)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(48), EndMod-I:50(50)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(40), Mocking-Rchg:50(42)
Level 26: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(27), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(33), AdjTgt-Rchg:50(34)
Level 28: Lucky -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(31), RedFtn-EndRdx:50(31)
Level 30: Punch -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(43), Hectmb-Acc/Rchg:50(43), Hectmb-Dmg/EndRdx:50(45)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(34), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(36), RechRdx-I:50(36)
Level 35: Kick -- Empty(A)
Level 38: Quickness -- Run-I:50(A)
Level 41: Superior Conditioning -- P'Shift-End%:50(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(50)
Level 49: Weave -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
Errr... well, I can't seem to find the details on the damage crash, but I sort of assumed it's not as much as the boost and thus, although for 10 seconds every 2 minutes your damage will not be +160%, it would still at least be +80% from one Rage - or did I underestimate that?
Edit:
Also my net end gain minus the effective end drain of footstomp must still be sufficient to recover 50% of my total endurance every 60 seconds to sustain this, correct? -
Sweet, this will be great.
Thanks for clearing that up. -
If I'm reading this right this guide seems to suggest a Rage crash can be fully prevented by a full overlap of two stacked Rages; thus without a gap between them where only one Rage would be active.
Is this still current?
It would seem most logical to me that every Rage - after its 120 second duration - was following by a 10 second crash reducing your defenses across the board, independently of each other. This wouldn't be in line with the above though, from what I understand.
TLDR; If Rage recharges in less than 60 seconds will your defenses never be reduced by a Rage crash or is that nonsense? -
Quote:I wasn't actually sure what that did, but if that's it I'll definitely put that in. I'll probably swap out the conf/rech for it, because along with acc/rech it gives the most recharge bonus which is really about the last thing I need to squeeze the most out of on that power.Deceive: I'm a big fan of Deceive and take it at level 4. Regardless of that, I suggest you replace the Confuse with the Contagious Confusion proc. It turns Deceive into an occasional Mass Confusion. It is a great addition that I use in all of my Illusion Controllers that hit 50.
As for using it in itself: I use it occasionally...
Perhaps rarely would be a more accurate indication. I don't really like that power at all. Aside from its usefulness I just never enjoyed playing with it, so it's not something I'm gonna be throwing around all the time.
Quote:Snow Storm: Tempered Readiness gives a 3.75% Recharge from what I recall. If you moved some slots to Superior Invis, and put your one LotG Recharge plus 5 Red Fortunes, you can get 5% Recharge instead, plus cap EndRdx. With the LotG Recharge, that's 12.5% Recharge in one power. If you have room, you can do the same thing in Group Invis.
Quote:I'm not sure why you have the Zephyr in Fly -- you are probably already at capped flight speed without it. You can use that slot somewhere else. Now-a-days, I generally get by with a single Flight Speed in Fly.
Quote:In Phantom Army, 4 Expediant Reinforcements + the Soulbound Dam/Rech should cap you for Recharge and Damage. Put the Soulbound Chance for Build Up in that 6th slot. With three pets, it hits really often.Quote:Phantasm: If you use 4 Expediant Reinforcement and an Acc/Dam Hami-O, you'll cap Damage with good accuracy on Phanty in 5 slots.Quote:Lightning Storm: Putting a Devastation Chance for Hold is nice here.
Quote:Grant Invis: You already have SI and GI. Why not use Combat Jumping instead?
Thanks, that's some useful input there. -
Inspired by Tal_N I recently started an Ill/Storm troller.
It's about to hit 42 now and I've been having lots of great fun with it thus far.
For the most part there's just one issue still. When I'm careful in my approach I rarely get overwhelmed by the various meanies, but when it does happen it's always in PA downtime. As such I figured it was time to start planning what precisely to make of my char once I hit that 50 and I can start slotting all the IOs I want.
This is, however, not just my first time using the illusions set, it is also the first time I actually got a troller to any decent level without getting bored. Needless to say my experience in that field is limited, hence why I'd like to hear from people with more knowhow on the subject what they think of it.
Enough rambling - so here's what I came up with:
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Sorceress Ultimecia: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/EndRdx:50(5)
Level 1: Gale -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(7), KinCrsh-Rchg/KB:50(9), KinCrsh-Rechg/EndRdx:50(9), KinCrsh-Dmg/EndRdx/KB:50(11), KinCrsh-Acc/Dmg/KB:50(11)
Level 2: Blind -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(13), UbrkCons-Acc/Hold/Rchg:50(13), UbrkCons-Acc/Rchg:50(15), UbrkCons-EndRdx/Hold:50(15), UbrkCons-Dam%:50(19)
Level 4: Snow Storm -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(7), TmpRdns-Acc/EndRdx:50(21), TmpRdns-Rng/Slow:50(21), TmpRdns-EndRdx/Rchg/Slow:50(34)
Level 6: Swift -- Run-I:50(A)
Level 8: Superior Invisibility -- EndRdx-I:50(A), EndRdx-I:50(25), LkGmblr-Rchg+:50(46)
Level 10: Hover -- LkGmblr-Rchg+:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(25)
Level 14: Fly -- Srng-EndRdx/Fly:50(A), Srng-Fly:50(27), Zephyr-Travel/EndRdx:50(27)
Level 16: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(19)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(31), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), S'bndAl-Dmg:50(33), S'bndAl-Dmg/Rchg:50(34)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(36)
Level 22: Freezing Rain -- TmpRdns-Acc/Slow:50(A), TmpRdns-Rng/Slow:50(36), TmpRdns-EndRdx/Rchg/Slow:50(36), UndDef-DefDeb:50(37), UndDef-DefDeb/Rchg:50(37), UndDef-DefDeb/Rchg/EndRdx:50(37)
Level 24: Hurricane -- DampS-ToHitDeb/Rchg/EndRdx:50(A), DampS-ToHitDeb/EndRdx:50(39), DarkWD-ToHitDeb:50(39), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-ToHitDeb/EndRdx:50(40), DarkWD-Slow%:50(48)
Level 26: Spectral Terror -- Abys-EndRdx/Fear:50(A), Abys-Acc/Fear/Rchg:50(34)
Level 28: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(29), CoPers-Acc/Conf/Rchg:50(29), CoPers-Acc/Rchg:50(31), CoPers-Conf/EndRdx:50(31)
Level 30: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 32: Phantasm -- C'Arms-Acc/Dmg:30(A), C'Arms-Dmg/EndRdx:30(40), C'Arms-Acc/Dmg/Rchg:30(40), C'Arms-EndRdx/Dmg/Rchg:30(42), BldM'dt-Acc/Dmg:50(42), BldM'dt-Dmg:50(45)
Level 35: Tornado -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(43), ExRmnt-Dmg/EndRdx:50(43), ExRmnt-Acc/Dmg/Rchg:50(43), ExRmnt-EndRdx/Dmg/Rchg:50(45)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(42), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(46), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Hibernate -- RgnTis-Heal/Rchg:30(A), RgnTis-Regen+:30(48)
Level 44: Frozen Armor -- LkGmblr-Rchg+:50(A)
Level 47: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(50), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Any suggestions, obvious errors or concerns?