Lobster

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  1. Quote:
    Originally Posted by Jibikao View Post
    You must have not tried patron pets then.... because "good" and "patron pet" do not belong in the same sentence.
    They can be solid on a crab, controller or dom with lots of recharge. But, I wouldn't keep them (I have tried them...) on any other combo that I've tested so far.
  2. I returned to playing some old mercs lately.../storm & /dark. I've come to the conclusion that, in my opinion, /storm is the best pair with merc. Yes, /dark and /traps are typically thought of as stronger, but I think in this one case that storm shines. Why? Hurricane. I've found that it keeps mercs alive better than everything else.

    YMMV.

    I'm 41 on both currently, and planning to take the storm at least up through t3 alpha - mostly as an experiment to see how good I can make the "worst" mm primary. I 2boxed 0/5 malta with the two of them yesterday, and it wasn't terrible. Probably got a few mez badges though... and I did turn it back down to default for the next one, but it was doable and I didn't die.
  3. I did elec/dev/mu and tried the 3 pets thing out for a bit, had less defense but more recharge than your build so my patron was 5-10s off perma.

    On tfs, the turret & patron pet are worthless.

    Even solo, they are close to worthless. Might be fun for a casual gamer, but not someone who can afford to throw a few purple sets in there. It's just not going to perform that well. Turret has a lot of potential but, really, the setup just ruins it.

    I respecced into a E/N/R capped build, sans turret & patron and went to elec/dev/elec for the flat out better cone & hold.
  4. Quote:
    Originally Posted by StormSurvivor View Post
    Just curious if anyone had seen a badge title coming in i20.

    Strong and Pretty
    Oh man... gonna have to try an all WM/EA (mostly /EA ) run to see how many Strong and Prettys can all become Stronger and Prettier at the same time! Screen explosion.
  5. Quote:
    Originally Posted by ultrawatt View Post
    I actually got my brute from 1-50 solo in AE. Low lvls are still good because, relative to your lvl, you still take out people quite fast with Blazing aura.
    Very true. I think I waited until I got burn, then tried it on a lark and boy was I surprised... hey am I 50 already? <.<
  6. Quote:
    Originally Posted by icemanstryketh View Post
    So farming = Ticket cap? What is the most efficient way to use those tickets? I'm assuming the end goal is Inf.
    I kept seeing mention of fire farms, and that's a simple way to test. Plenty of folks farm outside on the behemoth farm & others... but not everyone has access to that, so I figured I'd level the field.

    Also, tickets translate to inf at a pretty decent rate. 10-14 bronze & silver work fairly well, although you'll have to get used to deleting things. Lately I've been testing 45-50 bronze & silver & 30-34 bronze & silver. I wind up saving most of the good drops though, so I don't know about exact yields.

    Quote:
    If you'd like to help fund the rest of my sets, I'd gladly participate.
    You can start farming with SOs, I did. Did a fire/ss/mu and a fire/fire/pyre tank starting from SOs, self funded via inf & tickets from AE (except for LotG, which were acquired via amerits).

    Quote:
    Originally Posted by mhmtrm
    i usually farm crey's fire cyborgs with +0x8 no boss settings. ticket cap in around 2 mins 20 seconds.
    I usually use the disco fire dude ae map.

    I tried it on -1/8/no bosses and it takes me about 3 mins to clear the main room & nets 300 tix/min & 560k inf/min.

    Generally I use 3/8/+ 2 teammates and it takes about 6 mins, 200 tix/min, 760k inf/min. I haven't tried this solo in a while, but the inf # should go up if that's all your after.

    Not the fastest by a bit, but I do it pretty casually and only when there is nothing else going on and it's fast enough for me .

    I'll try that fire cyborg mish, is it a normal mission or ae arc?
  7. In all this, have we had a standardized speed test yet? I think I followed the whole thread and don't recall one.

    Ie, pick a map and everyone runs their farmers on it for 2-3 runs, then post herostats tix/min & inf/min as well as individual run times?

    I've seen people mention 90 second 1500 tix times, and I'm really curious about that. Dropping from my usual x3/8 to -1/8 only cut my time down 1-2 minutes or so (still well over 90s)... although I did forget to turn bosses off. Need to re-time with them off...

    If people are wary of posting their pet arcs, we can get a list of people volunteering to get #s, and then PM them an arc. I'm sure someone with more editor knowledge than I could probably whip up a temp arc just for the occasion...
  8. Lobster

    Trapdoor

    Quote:
    Originally Posted by MadJack View Post
    OK, I haven't had time to play since I19 came out until just the other day, real life can really screw up gaming time. Anyway, I was working on the Mender Ramiel's arc with my SS/DA Brute and got the Trapdoor mission. I went and tried it the first time and failed miserably. So I read a few posts about taking out the clones and going after him while they were down. Well I've done this a few times but still can't seem to get him down bellow anything more then 75% before he starts getting the upper hand. He'll pop a clone, typically on the other side of the room and I have to go run off and kill it. By the time I get back to Trapdoor, he's healed or close to it.
    So then I tried pulling him down the hallway, well that didn't do anything. Seems sometimes I can't even dent him. What the hell am I doing wrong? This is getting very frustrating, especially after I read how easy some other people have it with Trapdoor. Any help would be greatly appreciated.
    I solo'd him on my ss/da... one thing you can try is saving KO blow for the clone spawns - I think it should one shot them. Don't be afraid to chew a huge stack of reds.

    I have solo'd trapdoor with ~20 chars now (no defenders, corruptors, stalkers or khelds yet though). The farthest I have had to resort was to popping a few insps. My builds may be more expensive than yours (no hamis, very few purples except a sleep or confuse set), if that's the case, my advice is to pop more reds .

    As others have mentioned, getting him down into the lava helps. On the last 4 or 5 runs I've done, he has dropped into the lava on his own to chase me as I kill a clone.
  9. Quote:
    Originally Posted by Airhammer View Post
    I took it on my controllers because basically they really dont have any other damage.. I really dont think I will take him on my Dom..
    Interesting. I can see it, especially as (high end) doms do fine without them. Guess I just like pets too much to be without one... the main reason I've never been able to get a mind/ past the 20s.

    Quote:
    Originally Posted by Necrotech_Master
    out of all the powers you listed, i dont think i ever really used any of them except as set mules, the only ones i would prolly actually use would be tremor since it has knockdown/back for good mitigation, but it would be unlikely.
    Interesting. I generally take all of them. The only dom I didn't take the pbaoe on is my grav/energy, who is ranged focus - mostly as an experiment. Just taste I guess and whether you like pbaoes.
  10. Random thought, I was curious if I could cap your S/L (since you were slotting in that direction), while keeping the recharge. Turns out, yep:

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Thorny Assault
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5)
    Level 1: Thorny Darts -- Acc-I(A)
    Level 2: Frostbite -- GravAnch-Immob(A), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(39), GravAnch-Immob/EndRdx(39)
    Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(9)
    Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(9), CoPers-Conf(11), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13)
    Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Knock%(37)
    Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(50)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(19)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 16: Skewer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 18: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(23)
    Level 20: Thorn Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
    Level 28: Thorntrops -- Range-I(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
    Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 38: Thorn Barrage -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 41: Sleet -- HO:Lyso(A), RechRdx-I(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    My ice/thorns is in here 30s now, and was following a different path, but now I'm tempted to veer off this way... (except that I like Impale, I'd have to work that back in somehow).
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    the best advice i can give about the thorns is that i would avoid spine burst as that as an abominable cast time and i would grab up thorntrops since that will increase your dps by a good amount

    i used to have a ice/thorn dom, couldnt get him to 30 though, the thorn powers are really neat, but i absolutely cant stand the constant redraw, as for the rest of it, i cant really help with since i cant stand the redraw, but if you want to use it, more power to you and hope that my 2 cents helped
    74d/17rech/16end/3s - thorn burst
    71d/20rech/18end/1.97s - psi shockwave
    69d/22rech/20end/2.67s - ice sword circle
    76d/17rech/16end/3s - combustion
    64d/20rech/18end/2.5s - whirling hands
    58d/18rech/17end/3.3s - tremors

    I'm not sure you how get that thorn burst is a "bad" power. Yes, it has a long-ish animation time, but compared to the other dom pbaoes, it's pretty damn good. Hell, tremor has a longer animation time, longer recharge & less damage and I use that one all the time too. It sounds like it just doesn't fit your playstyle.

    Also, I would say that thorndrops is not a damage power. It's extra control. If you're just looking at mids, that 127 base damage looks high...but that's over 45 or so seconds. For comparison, ice storm (epic) is 175 over 15s. Extra control is a good thing for ice too, since it's a little lacking compared to everything except grav.

    I agree that the redraw can get annoying, but I don't have much issue with it on this particular combo... yet . Maybe it will kick in later.

    Airhammer : re : the build : You are making a dom, taking what is arguable the second weakest control set (only grav is worse, in my opinion), AND skipping the pet? Please explain.

    I mean, you've got perma-dom so you're set there and all, and pets drop off a little in usefulness after that point, but ice doesn't have a quick cycling secondary hard control, so it's going to be slightly annoying leveling up without the pet. Don't get me wrong, it's totally doable...just not something I would want to do. Jack gives some nice secondary control effects that can be useful even on a big team, and are great solo, even if his damage is abysmal, and he's probably the worst/weakest pet right now.

    You might as well just finish out the purple set in AA for the defense?

    stick 3 aegis in tough for some minor defense.

    I would pull the last 2 slots out of glacier, at perma dom recharge and control levels you don't need much more than basilisk.

    If it were me, I'd say:
    *drop assault
    *2 slots out of glacier
    *1 rech out of sleet, swap the achilles heel proc for the hami
    *1 slot out of stamina

    That gets you 5 slots for the pet, which will get you yor last 6.25% recharge (I think you only had 4).
  12. Lobster

    Soooo /Ice ...

    I really like my elec/ice/soul. I chose the combo a) for the aura synergy and b) because I wanted to fin a build I could like /ice on... and this was definitely it! I tried mind/ice first, through the 20s, but it just didn't click for me. /soul has good synergy (for soloing primarily) because the pet is so great and rarely gets killed *and* provides psi dmg.
  13. Wish a dev would comment on one of these threads someday... seems like there is a new one with every issue (not to mention 2-3 in between each :P).

    As someone who has heavily played all the control sets save Mind (I play it, just not heavily)... I can say without hesitation that Grav (and Ice, to a much lesser degree) needs work.

    You guys (and everyone else) point out the same issues over and over again... yet no one with a colorful name ever comments (that I see).

    Oh well. Maybe by I30....
  14. My two favorite doms (and the only ones I took to 50) are fire/earth/(ice) and elec/ice/(soul). I could not pick one over the other... both are perma-dom & perma-hasten... I love all the weird controls and pets on the elec, especially the fortunata who just sits back at range and blasts away in safety, but I also love all the chaos and damage that the fire/earth brings.

    I haven't tried soloing any tfs with them, but that's not really my style. For solid teamplay and great soloing and all-around fun, both combos get my highest recommendation. I'm working on a grav/energy, ice/thorn & baby mind/energy currently... so maybe one of those will turn into a new favorite. We shall see.
  15. Quote:
    Originally Posted by MachineSlave View Post
    My dad owns 2 Fire/Fire Tanks, only one which is IOed to the balls, and i do play his account all the time and i use his Fire tank. With it, i farm this one fire farm. The damage is awesome too, having Fiery Embrace and Build Up, pop 1 of them or 2 before a grp, jump in, Fire Circle Sword, Combustion, and there also pretty much dead. What i do is pop build u p or fiery embrace, use fire circle sword - combustion then i use the build or fiery embrace whichever i didnt use, and do the same thing, FCS, Combustion. Dead. Overall, i think you would love Ice/Ele Tank if you can afford to soft-cap him, with fire tanks, you cant soft-cap(45% DEF) and fire tanks can only reach from 30-34%. As iv seen. Hope this helps!
    For NON-AE farming, I can see how lots of other combos would work better than fire armor/X, but IMHO fire armor + SS or fire are the kings of AE farming. It takes me 7-9 minutes to hit the ticket cap - and my farmers aren't even uber, I've seen players with faster times.

    It may depend on the maps you are using - for fire farms, capped defense on its own doesn't help much at all, because the volume of attacks is so high that without a frequent self heal, very high fire resists, or both, you'll still eat it. My capped, level shifted shield brute dies very fast - just due to that 5% of attacks that will still hit. Compare that to the fire brute & tank with 25-35% fire def + 90% fire resist and it's not even a competition. I've tried my ice tank as well (who is softcapped without EA) and he doesn't do any better - except on custom cold damage farms (which do exist), but his damage is so much lower than the fire armor users that I don't find it worth it.
  16. Does it have to be a tank?

    Brutes may be faster (if slightly less safe).

    I finally got around to timing my fire/fire/pyre vs my ss/fire/mu brute the same fire farm map at 2/8, and the brute was about 15% faster. He requires a bit more thinking (and purple insp combining) but sometimes that's a good thing if you don't want to fall asleep. The tank plays a bit more facerollish. Unfortunately I don't have a fire/ss/mu tank for that data point. Worth noting that it wasn't even worth the time trying on my my level shifted elec/shield brute...much slower.
  17. What Syntax42 said. If you can get your kb prot elsewhere... no reason to take it. It does have the slow resist, but this isn't necessary for AE farming (and you can slot a Winter's Gift in you status prot to replace what was lost - I *think* both are 20%).

    And my test wasn't so much about speed (although it was really fast), as to what degree I could fund myself with AE drops - partially in response to people who are new to the game, or just have low to no inf and wonder where/how to start with farming and building up a solid starter build,etc.

    re: Consume: I use it pretty frequently, but really it depends on how many blues drop. I chug insps like candy on this guy, frequently just emptying my tray with the F keys for kicks.

    re: difficulty and sos: With SOs I did 0x8 no bosses. Once the build started coming together (in the 40s) I turned on bosses, then bumped up to +1 (I think). I'm pretty sure he can do +2 just fine, but I need to run a timed comparison to my ss/fire/mu brute who I know runs +2/8.
  18. For kicks, I took my SO'd fire/fire into the AE at level 32. I wanted to see how much of a complete build I could fund purely with ticket rolls while I leveled up.

    Here's the final build I wound up with when I dinged 50:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Faeton: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5), Aegis-Psi/Status(5)
    Level 1: Scorch -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(11), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Dmg/EndRdx(13)
    Level 4: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Rchg(15), Sciroc-Dmg/Rchg(17), RechRdx-I(17), Sciroc-Acc/Dmg/EndRdx(19)
    Level 6: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23)
    Level 8: Boxing -- Acc(A)
    Level 10: Combat Jumping -- LkGmblr-Def(A), Empty(23)
    Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/Rchg(27), Aegis-ResDam(27)
    Level 14: Super Jump -- Jump(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 18: Burn -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), RechRdx-I(31), Erad-Dmg(33)
    Level 20: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(34)
    Level 22: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(34), Efficacy-Acc/Rchg(36)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def(36), DefBuff-I(37)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(37), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39), RechRdx-I(39), Sciroc-Acc/Rchg(40)
    Level 30: Build Up -- RechRdx-I(A)
    Level 32: Rise of the Phoenix -- RechRdx-I(A)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg(42)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
    Level 41: Char -- Empty(A)
    Level 44: Melt Armor -- AnWeak-Acc/Rchg(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb(45), ShldBrk-DefDeb/EndRdx/Rchg(46), Empty(46)
    Level 47: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), RechRdx-I(50), Det'tn-Dmg/EndRdx(50), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Taunt -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), P'Shift-EndMod(48)
    Level 1: Gauntlet
    Level 4: Ninja Run



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    Yes, it's a (relatively) budget farming build, but it feels sturdy enough for me on the outside as well.

    What I'm missing:

    *2 LotG procs (I didn't think I'd earn enough for these and no way was I going to waste tickets on gold rolls)
    *Numina proc
    *Shield Breaker A/E/R & lethal proc: currently running over 35 mill each - I didn't realize they were that expensive when I put together the build or I might have done something else.

    I ended with about 35 mill to spare (all the Shield Breaker pieces were listed for more than this last I checked), although I still have a few outstanding sales.

    If I had lucked out and gotten a couple more LotG defense recipes from the 45-50 rolls, I might have been able to get everything short of the 7.5% procs.

    Anyway, project done, thought others might be amused.
  19. Quote:
    Originally Posted by Lord_Photon View Post
    are you the lobster i was in guardians with? i am Lord Photon
    My original main is/was King Lobster, and his old SG's were Invisible Hand, Adeptus Astartus & maybe The Patrol... I forget who was where.
  20. Lobster

    Earth/Elec Dom

    Quote:
    Originally Posted by Delirium_enD View Post
    What secondary would you suggest Six?

    As I said, I'm brand new to Doms. My Ice/Fire is just shy of 30, and I'm having a blast with her so far so figured I'd try other sets out, and Earth seems to be a popular suggestion.

    Would Earth/Ice or Earth/Psi or Earth/Energy work better? Energy seems it'd have the same issues with knock back if it is like the blaster set.
    If I were going to do it again... I'd do pretty much anything other than /elec. /energy would be my second to last choice, due to the KB - unless you enjoy constantly moving outside your control zones to make sure you kb things back in, instead of out.

    /thorns might be fun for an extra piece of ground control and the solid AOE... that's probably what I would go with. /fire & /earth would be next up, with /ice & /psi somewhere in the middle.
  21. Quote:
    Originally Posted by Syntax42 View Post
    Why use set bonuses to boost defenses when you can run one toggle to reach the soft cap? It seems like a waste of slots that you could be using to boost recharge time or other things that may be important to you.
    I assume you mean 3 slotted weave + 3 slotted granite + steadfast proc? That leaves me @ 42.6, and requires adding Maneuvers to hit the cap. I was trying to avoid running another toggle ... and all the sets I used for defense are pretty cheap.

    Also, putting the lotg proc & the GotA +run into granite & weave drops me down to 44.0 S/L & 44.6 to the others (this is with 6 slots of Mocking Beratement and 3 of eradication), so I used set bonuses to shore up that extra %.

    Quote:
    I went a different route with my Stone Tanker. I went for 90% resistances to all but psi with the Tier 4 Cardiac equipped. I also have 20% psi defense, so I can pop a medium purple when psi becomes an issue. The resistance isn't really a huge deal. Its mostly just to say I have the toughest possible Tanker in the game.
    This one has a bit more recharge, and I tweaked the sets for a little better bonuses I think - still focusing on run speed (5x5% + 1x4% + 4x7.5%) after defcap. It also hits 90% S/L res without tough active.

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  22. My stone/ss just hit 50 the other night and I'm going to start filling out his IOs tonight. I haven't played stone in ages - how does this build look for a budget (skipped Kinetic Combats, hamis & purples) capped perma-granite build:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Brutalist Brick: Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Super Strength
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Stone Skin -- S'fstPrt-ResKB(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(50)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(48)
    Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(37)
    Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/Dmg/Rchg(50)
    Level 6: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Acc/Rchg(17)
    Level 8: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(31)
    Level 10: Recall Friend -- Winter-ResSlow(A)
    Level 12: Teleport -- Range-I(A)
    Level 14: Taunt -- Mocking-Taunt(A), Mocking-Rchg(29), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(45)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(19), Aegis-Psi/Status(50)
    Level 20: Knockout Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(21), P'ngFist-Acc/Dmg(23), P'ngFist-Acc/Dmg/Rchg(23), P'ngFist-Acc/Dmg/EndRdx/Rchg(37)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27), GftotA-Run+(31)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Run+(40)
    Level 28: Rage -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(29), RechRdx-I(31), GSFC-ToHit/Rchg/EndRdx(48)
    Level 30: Rock Armor -- LkGmblr-Rchg+(A)
    Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33), GftotA-Run+(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
    Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Stone Prison -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Rchg(46), Enf'dOp-Acc/Immob/Rchg(46)
    Level 44: Quick Sand -- CtlSpd-EndRdx/Rchg/Slow(A), ImpSwft-EndRdx/Rchg/Slow(45), TmpRdns-EndRdx/Rchg/Slow(45)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Minerals -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A), Run-I(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(43)



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    S/L/E/N/F/C are capped without running Maneuvers - that's basically a set mule.

    S/L res is 83% without running Tough, capped with Tier 2 Cardiac (if I go that route...not sure what to do about alpha yet).

    The only expensive stuff is the LotG procs, and I'll just amerit farm those as I have time. Unless GotA 7.5% runs are pricey now... I haven't checked lately.

    I also wasn't particularly sure where to go as far as epics go - the immob seems like a no-brainer for the easy 2.5 S/L def & 3.75 recharge, and quicksand isjust a fun power in general. The only other thing I seriously considered was going red for Soul & grabbing Darkest Night.

    I really don't plan on soloing him much, if at all - I just made him so I'd have a stone tank available if one was needed.
  23. Lobster

    Earth/Elec Dom

    I have one at level 43ish.

    It's a solid, fun combo... yet I still got bored and moved onto other doms (for the moment). I think most of this comes from the /elec side of things. I hate that the dom version of thunder strike does KB instead of KD (like the brute version). It means that in practice I rarely use it as kb is pretty much the last thing I want. Stone Cages does do -kb, but I don't have it in my build at the moment, nor do I want to have to waste the extra end just to stop things from flying around from one attack.

    Voltaic Sentinel also has some serious annoyances: huge end cost (26) and low duration (60). The second might be slightly less annoying if it showed up on my pet bar so I could tell whether or not it was up easily... the damage on it is fine, but just doesn't seem worth it for the end hit.

    It's been a while since I played him, but I remember not being a fan of the attack chains (even with perma-dom recharge levels) as compared to other sets.

    I'll go back and finish him someday... but if I had it to do over I'd pair /elec with something else... actually I probably wouldn't play another /elec at this point. Earth/ is solid... but I wouldn't suggest pairing with /elec unless you are ready for the KB and a potentially lacking L38.
  24. That will be so nice. Only 10 hours till I can test it .