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The Emp/Elec is the highest recharge build I have in my archives right now, and it gets there by being part of a duo.
We're all getting the same results, just in different ways, and with different sacrifices or conditions. If you're recharging near 130 no temps, no empowerments, no duo's, no spiritual, no day jobs, then you're very likely about as close to max as you'll get. I would guess the max to be around 195% global recharge. I'm not sure what I'd sacrifice in a build to get more, and I don't currently have an emp build in my archives with even that much recharge. The Emp/Elec can get close to 185 by changing SC's Slotting, but lacks the last power to try to Purple to reach 195. I'd have to play with either a different blast set or APP to get that one last purple power. And all that mucks up the entire concept of the build, the concept being a sapper.
If you want to recharge faster:
- Spiritual (about 10 seconds)
- Duo (about 30 seconds)
- Temps (about 30 seconds)
- Empowerments (About 10 seconds)
- Day Jobs (I don't recall)
- Gut your build for nothing but recharge. (About 10 seconds)
My personal preference is a duo, with more defense and less recharge. Add defense until each of the duo with fortitude is softcapped, and maybe a bit more. Then add recharge. My build is considerably less recharge than the Emp/Elec GM build. The Emp/Elec GM build has about as much recharge potential as any build that I would still consider playable without sacrificing other things, and it's going to have a raw recharge near 130 seconds. You can get that down to near 120 seconds with spiritual, but the build was built for Musculature Radial. In the duo, with an additional +100 recharge from it's partner ,it's going to be very close to the cap, with or without Spiritual. In the duo, you don't NEED nearly that much recharge, except to leverage PBU->SC or PBU->Aim->Nuke. But then if you or your partner are sapping every group, then defense is less important.
It's an example, if there's something in the example that might help you. Some power slotted differently, then use it. If you have a different build, another build, a better build, post it, I'll add it to my archives and next time someone asks, it might be your build that I use as an example. -
or just buy the raptor back for 10,000 influence in G-Ville or the Shadow Shard. It lasts longer and likely costs less than the crafted version.
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The average crab is most likely build as an AoE power house, which in turn costs massive amounts of endurance. Given that assumption, Musculature Radial Paragon for Damage and End-Mod or Generic Cardiac. Each build will vary, but if you can cover your endurance needs with the End-Mod of the Radial, that's the way to go. Otherwise, just a generic Cardiac.
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I'll assume you're using the first two attacks as set mules, and you plan on an attack chain of Pulverize, Poison Ray, Shatter, Crowd Control. After Suppression your melee defense of of 36m/49r/36a is too low for a melee character. You skipped VG which is nearly unfathomable, but maybe you're hoping the extra recharge makes up for the loss. While your regen is a touch above average, it's not enough to make up the survivability gap.
You'll be taking 2.8x more damage than if you softcap, while recovering 60% less health. Total Survivability between the two being in the 120 for your build vs 500 to 1000 for a softcap build with more regen or aid-self.
I know when they changed BotZ, it dropped my ranged/AoE to 38 from 45, The end result being I was twice as vulnerable, both subjectively and objectively. I was no longer able to solo the cysts in the ITF (+2x8) with impunity without inspirations. Nor was I able to bounce around +2x8 Rikti on the LGTF without pausing if they got in a few extra lucky shots. On the other hand, I was still very sturdy, just less so than before. Once I resealed my defenses to soft-cap or a bit over, I was once again able to pop cysts when I wanted to. However, even soft-capped, a small purple is still useful to help cover the massive debuffs from the Cimerorans causing cascading defense failure.
On the positive side, with the massive recharge you'll be running 150 x 1.2 = 180 dps, a bit more with procs. A more defensive build would have to sacrifice some of that raw offense and would likely range closer to 120 * 1.4 = 170 dps, considerably less raw damage, but compensated for by greater -res. -
I slot entirely by feel as I go. I really can't tell you what order to slot things in. However, here is what my goal build would likely be:
Build the Temp Powers:
Backup Radio - A pet for you to buff
Heal Self - Emergency heal instead of medicine. Really, if you need this you're in too deep.
Recovery Serum - Endurance is going to slurp when RA is down.
Ressurection - Why use a build slot when the temp will do. Carry a few wakies if you really feel guilty.
Emp/Rad - Hover and Ranged Defense (Build Link)
If you really want to cap your defense, you can reslot the pets for Blood Mandate, and reslot tough with Glad +3 def. Not worth it imo. The faster recharging pet gives you something to leverage buffs around, combined with backup radio you should be fine. Personally, I think I'd build more for massive recharge similar to Emp Elec (Build Link) aiming for the 20 seconds downtime and 90 seconds of god-mode. However, the recharge build will cost 6 billion or so more than a defense build. -
I no longer run Bane builds, but If I was I'd run something like the following:
Wlyfen - Lucia 1A
Musculature Radial Paragon - for the endmod and damage.
Cardiac Boost (any) - Only if Musculature wasn't enough wind, and the Recovery Serum temp still wasn't enough
Nerve Radial Boost (or higher) - for the defense buff, then you could remove the pvp and remain soft-capped.
Spiritual (Any)- To get the big hitters up more often.
You could also look at Vengeance for the last power, for an added defense buffer against debuffs when the team starts taking damage. My personal preference would likely be vengeance. -
An IO Build with Spiritual can get the Regen/Recovery Aura's down to 100-105 seconds with Spiritual Core Paragon, or 105 - 110 seconds without. The recharge cap is 100 seconds.
Green Machine Dual Emp/Electric Sample Build - This build is not intended for solo play, but to be part of a duo. This version is pure recharge to leverage PBU and Short Circuit. My preference is more of a balance between defense and recharge, while pairing it with /Sonic Blast or /Ice Blast. -
Clear Mind is Mag 12+ Status Protection
Fortitude + (Maneuvers x 2) + Hover is ~ 38 defense all. The Fighting Pool isn't even needed.
Regen/Recovery Aura + Adrenaline Boost is over 2000 regen and more recovery than you should ever need. AB on each other makes the Aura's permanent when staggered even with an SO build. An IO Build can cap your recharge dropping the aura's to 100 seconds recharge, or nearly perma doubled, not that there would be any point to having Regen and Recovery so far over the caps.
If:
- Mag 12 Status Protection
- 38 Defense All
- 110 hp/s Regen
Isn't enough to keep you alive, you need to find a new line of work.
Add Weave or Defense Sets and you can easily make that 45+ defense all.
Green Machine Build FAQ -
Quote:My trapper is a tank. However, TA is a good set too. My preference is Traps fighting in melee range. Personally I prefer Traps/ to /Traps, but here is my Fire/Traps...When teaming, if the tank/brute is any good my trappers are right on their heels charging into the crowd...
Fire Traps 3a [i19] (Build Link)
I'm certain there are better builds out there. This one is based on Aid-Self. However, I'm certain a regen based one using Triage could be just as good, I'm just not as adept at finessing regen based builds as compared to Aid-Self and Defense. -
Yes, you can GI your pets, but AoEs still hit them. However, the FFG and/or Seekers taking fire is not always a bad thing, you can drop another anytime you want. In fact, the best use of Seekers should be taking fire, summon them right in the middle of your next group of targets.
Yes, LotG comes in other levels. You can use Regular TF-Merits to buy them at any level 25 to 50. They cost 200 TF-Merits each. I've never bought one with A-Merits, so I don't know if A-Merits offer the same flexibility.
I suck wind constantly, so I went with Power Sink. Cardiac Alpha would be another solution to the endurance burn. Scorpion Shield Can make a nice difference if you want typed defenses, or mixed typed/vector, or 60+ incarnate defenses.
I like to seal up my defenses as tightly as possible, I'd almost never drop my defenses below softcap if there was an alternative. 40 defense will halve your durability vs 45 defense. I had GI many issues ago, but no longer do, I just resummon my FFGs as needed. It's not really a question I can answer for you, each person has to pick their own preferences.
With softcap defenses holds are not needed, but can be useful. An Immobilize is nice for AVs, and a -Fly is nice for those annoying fliers when soloing. It's all just preference.
Fire Tramp Revamp 3a i19 - Abysmal recharge, solid defense, but no where near as solid as either of her defender sisters (Traps/Ice Traps/Dark B Traps/Dark A). -
Jane 1c i19
This one is built for control, but you should be able to modify it to your needs. It is perma-hasten and perma-ml, however, a small gap really won't hurt.
Or if you have a gmail/google account you can browse what I have collected from various sources in the
Build Archive -
Here's a quick first run for Emp/Elect, lots could be improved, but you'd be very well defended from Ranged, S/L/E (most melee), and fairly well defended from AoE.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Healing Aura -- Heal/EndRdx(A), EndRdx/Rchg(5), Heal/Rchg(7), Heal/EndRdx/Rchg(7), Heal(9), Regen/Rcvry+(9)
Level 1: Charged Bolts -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(11), Acc/Dmg/Rchg(11), Acc/Dmg/EndRdx(13), Dmg/EndRdx/Rchg(13)
Level 2: Heal Other -- Heal/EndRdx/Rchg(A), Heal/EndRdx/Rchg(3), Heal/EndRdx(43), Heal/Rchg(45)
Level 4: Lightning Bolt -- Acc/Dmg(A), Dmg/EndRdx(15), Dmg/Rchg(15), Acc/Dmg/Rchg(17), Acc/Dmg/EndRdx(17), Dmg/EndRdx/Rchg(19)
Level 6: Ball Lightning -- Acc/Dmg(A), Dmg/EndRdx(19), Dmg/Rchg(25), Acc/Dmg/EndRdx(25), Dmg/EndRdx/Rng(27), Dam%(27)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 12: Fortitude -- HO:Membr(A), HO:Enzym(29)
Level 14: Maneuvers -- HO:Enzym(A), HO:Enzym(31)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(42)
Level 18: Recovery Aura -- EndMod/Rchg(A), EndMod/Rchg(31), EndMod-I(33), RechRdx-I(33)
Level 20: Hover -- HO:Enzym(A), HO:Enzym(21), Travel(21), Travel/EndRdx(23), ResKB(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ResDam/Def+(A), 3defTpProc(45)
Level 26: Regeneration Aura -- Heal/Rchg(A), Heal/Rchg(33), Heal/EndRdx/Rchg(34), Heal/EndRdx/Rchg(34)
Level 28: Tesla Cage -- Acc/Hold(A), Acc/Rchg(34), Rchg/Hold(36), EndRdx/Rchg/Hold(36), Acc/EndRdx/Rchg/Hold(36), %Hold(37)
Level 30: Weave -- HO:Enzym(A), HO:Enzym(31)
Level 32: Adrenalin Boost -- EndMod/Rchg(A), EndMod/Rchg(37), Heal/EndRdx/Rchg(37), Heal/EndRdx/Rchg(39)
Level 35: Voltaic Sentinel -- Acc/Dmg(A), Dmg/EndRdx(39), Acc/EndRdx(39), Acc/Dmg/EndRdx(40), Acc(40), Dmg(40)
Level 38: Tactics -- ToHit(A), ToHit/Rchg(42), ToHit/Rchg/EndRdx(42), Rchg/EndRdx(43), ToHit/EndRdx(43), Build%(50)
Level 41: Scorpion Shield -- HO:Enzym(A), HO:Enzym(46)
Level 44: Web Cocoon -- Acc/Hold(A), %Hold(45), Acc/Rchg(46), Rchg/Hold(46), EndRdx/Rchg/Hold(48), Acc/EndRdx/Rchg/Hold(48)
Level 47: Summon Disruptor -- Acc/Dmg/Rchg(A), Dmg/EndRdx(48), Dmg/Rchg(50), Acc/Rchg(50)
Level 49: Vengeance -- HO:Membr(A)
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Or just roll a Trapper, see build in sig. -
If you hunt deep purple, or sk down, tactics can be invaluable. Sure you only need a couple of tactics on a team at any given time, but there's no guarantee any tactics will be there if you don't bring it yourself. Also, accuracy only goes so far, +to-hit goes farther, tactics and/or Kismet are also invaluable when hunting +4 and above solo and on small teams.
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Quote:When SoAs first came out I tried to convince people that the time used placating (on a bane with it's much weaker crit) didn't equal out to higher DPS than just bashing the target upside the head again. I'm glad to see at least a few people are starting to finally catch on to that....
DPS-wise, Placate is pretty much rubbish on Bane, because the increased crit damage it brings (even with Shatter) isn't anywhere near as impressive as an AS from a stalker. Take it if you like the control effects, or because you want burstier damage to stop a Paragon Protector from hitting MoG or something, but not because you want to boost your general DPS. -
Here is the build I'm currently contemplating:
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Dam%(A), Dmg/Rchg(7), Acc/Dmg/Rchg(9), Acc/Rchg(19), Dmg/EndRdx(27)
Level 1: Combat Training: Defensive -- ToHit+(A)
Level 2: Subdue -- RechRdx-I(A), EndRdx-I(9), Acc/Dmg/EndRdx/Rchg(11), Dmg/EndRdx/Rchg(13), HO:Perox(13), HO:Perox(31)
Level 4: Tactical Training: Maneuvers -- HO:Enzym(A), HO:Enzym(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
Level 8: Psychic Scream -- Dam%(A), Dmg/EndRdx(17), Dmg/Rchg(17), Dmg/Rng(21), Acc/Dmg/EndRdx(23)
Level 10: Indomitable Will -- ResDam/Def+(A)
Level 12: Dominate -- Dmg/EndRdx/Rchg(A), Dmg/EndRdx(27), Dmg/Rchg(29), EndRdx/Rchg/Hold(29), Acc/EndRdx/Rchg/Hold(31), HO:Perox(31)
Level 14: Psionic Tornado -- Dam%(A), Dmg/EndRdx(15), Dmg/Rchg(15), Dmg/Rng(33), Acc/Dmg/EndRdx(33)
Level 16: Aid Other -- Heal-I(A)
Level 18: Aid Self -- Heal/EndRdx/Rchg(A), Heal/EndRdx/Rchg(19), Heal/Rchg(34), Heal/EndRdx(34)
Level 20: Maneuvers -- HO:Enzym(A), HO:Enzym(21)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23)
Level 24: Mind Link -- Def/Rchg(A), Def/Rchg(25), Def/Rchg(25), Def/Rchg(37)
Level 26: Total Domination -- Dam%(A), Hold/Rchg(36), Acc/Hold/Rchg(36), Acc/Rchg(36), EndRdx/Hold(37)
Level 28: Mask Presence -- HO:Enzym(A), HO:Enzym(40)
Level 30: Tactical Training: Leadership -- ToHit(A), ToHit/EndRdx(33), EndRdx/Rchg(34), ToHit/Rchg(43), ToHit/EndRdx/Rchg(45)
Level 32: Psychic Wail -- Stun(A), Stun/Rchg(37), Acc/Stun/Rchg(39), Acc/Rchg(39), EndRdx/Stun(39)
Level 35: Confuse -- EndRdx/Conf(A), Rchg/Conf(43), EndRdx/Conf(43), Acc/Conf/Rchg(45), Acc/Rchg(46)
Level 38: Aura of Confusion -- Conf%(A), Conf/Rchg(40), Acc/Conf/Rchg(40), Acc/Rchg(42), Conf/EndRdx(42)
Level 41: Electrifying Fences -- Dam%(A), Dmg/EndRdx(42), Dmg/Rchg(46), Dmg/Rng(46), Acc/Dmg/EndRdx(48), Dam%(50)
Level 44: Ball Lightning -- Dmg(A), Dmg/EndRdx(45), Dmg/Rchg(48), Acc/Dmg/Rchg(48), Acc/Rchg(50), Dam%(50)
Level 47: Super Speed -- EndRdx-I(A)
Level 49: Tactical Training: Vengeance -- HO:Membr(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Rcvry+(A), Regen/Rcvry+(3)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)
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If you don't need the endurance (and most builds will not), go with the recharge (Spirit Core Paragon or Spirit Radial Paragon)
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You can do real damage to EBs, but you'll barely scratch AVs.
You can easily softcap to all vectors. I took Vengeance/Archmage/Force of Nature for the added stupidity of it. Combine all that with some other temps and/or candy and you're nearly invulnerable for 3 to 5 minutes. If all that isn't enough to make the tanks cry uncle and re-roll a defender, nothing will. -
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*IF* you slot RI for -to-hit, then one application is sufficient. -40% for controllers and -48% for defenders. Add in just one Maneuvers and you're effectively soft-capped for defense. If you have multiple copies of maneuvers running, then you are sufficiently over-capped even for most buff/debuff foes.
The only reason to need more than one copy of RI is either: Radius or Massive Buff/Debuff foes like Nemesis and stacked vengeance. Even then, 2 copies of RI should be more than enough.
I'd try different combinations but I'd suspect that:
Defender RI and 2xController seeds (confusing even bosses); Then follow up with Defender EF and 2xRoots. You likely don't even need the controller toggles at this point, but use them to solidify the debuffs, especially the -resistance, as needed. The extra toggles will be really good for adds and ambushes, or for pulling multiple groups into a killing field. Caltrops, Thorntrops, Tar Patch, Quicksand, and Creepers can be handy when establishing a killing field to pull to.
The killing field is one of my favorite techniques. Once you establish control of an area, toss one toggle each at maximum range onto every nearby spawn, pulling as many as 6 spawns simultaneously into the AoE/Slow/Root/Tentacles/Debuff field. -
Must Have:
Acid Mortar
FFG
Seekers
PGT + PvE Stealth
Good:
Caltrops
Trip Mine
Webby
Don't Bother:
Time Bomb
You break the Alpha with seekers, lock them down with PGT, Debuff with Mortar, ... Then blow them up any way you like.
Alternately, Drop Caltrops between you and them, drop PGT, optional Trip Mine, Drop Mortar .. The mortar annoys them, and when they come for you the Caltrops and PGT lock them in the killing field. -
I solo Alleyne, Traps/Dark, on +2x8 most of the time.
For the really tough stuff I drop her to +1x8. -
My Traps/Dark is a tank.
My Traps/DP is a scrapper.
Depending on the secondary and how you build you'll vary within that range of performance. You could make almost any combination work. With the dark I tend to try to stay toward an edge of melee to get the most of my cones while still laying traps next to the enemy. With the DP I just wade in and let loose. The dark is more survivable both Pre-IO and Post-IO, although Post-IO the defensive performance gap is smaller. -
It's Neither it April 1st, nor is it snowing outside.