Lord_Cyclones

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  1. Getting enough ST attacks was my problem with my Elec/Elec. My S/L defense stands at 37% with one set of KC still needed (using Smashing Haymaker) and all armors using Reactives including Tough. I had respecced out of a positional defense build where I had about 25% melee def, and I feel like I am doing quite a bit better in comparison, especially now with the Spiritual uncommon slotted. I would like to take the S/L defense higher and I appreciate the thoughts in the thread.

    Cheers
  2. Quote:
    Originally Posted by AnElfCalledMack View Post
    I have similar. I find that building for a little defense can help a lot in big teams. I sit at 25% S/L, so any defense buffer pushes me up to or very near the soft-cap, and two will pretty much let me tank Lord Recluse.

    Defense is far from useless, though. High-end mobs can take a third off your health bar with one hit, and if a couple of those connect in quick succession, you can faceplant no matter how fast your heal cycles. Defense makes those damage spikes far les likely to happen, and is really handy on encounters like Ghost Widow (Dark Regeneration, Soul Storm) and Reichsman (Fist of Tyrrany *will* stun you if it lands). And more Recharge starts hitting diminishing returns - an 11 second cycle time is impressive, but another 10% recharge bonus isn't going to change it very much.

    Yeah, I also found that I do much, much better now with about 39% S/L defense than when I had about 22%-25% S/L. That extra defense just seems to make those big hits land far less frequently, and then any buffs you are getting from teammates goes that much farther.

    I am in a similar situation where my Spiritual alpha is healing me for 980 hp every 12 seconds or so, and in my experience that is usually either more than enough or (painfully) not enough. You get the in-between as well but mostly it seems I am on cruise control the vast majoiryt of the time and then in cascade failure when I am not, lol.

    Build uses KC sets in attacks with a Mako quad or Scirocco's A/D/R, Reactives in the shields, Rectified Ret. I would strongly suggest KB IOs and dropping Acro since they are so cheap.

    Cheers
  3. I did okay, but not as well as some epic 2XP weekends in the past. It was a little ADHD in that I was mostly running with friends and we were moving around to and from toons of different level trying utilize the blue bar from patrol xp as much as we could. I didn't really have any real goals other than get my Doms out of Praetoria. Overall, it was a little progress on a LOT of toons, which is why I guess it didn't feel like an epic accomplishment.

    Stone/Stone tank 43 -> 45
    Storm/Ice Troller 42 -> 43 (almost 44)
    AR/Rad Corr 30 -> 35
    Thugs/Traps MM 32 -> 35
    SS/Fire Brute 25 - > 31
    Necro/Dark MM 21 -> 26 and moved to Paragon from RI


    Not that great really on those, but the progress I am most thankful for was on my lowbies in Praetoria.

    Ice/Ice Dom 16 -> 21 and out to Paragon
    Plant/Earth Dom 17 -> 20 and out to Paragon
    DP/Kin Corr 12 -> 20 and out to Paragon
    Fire/Dark Corr 6 -> 20 and out to Paragon
    KM/Ninja Stalker 1 -> 12 still in Praetoria =(

    So, I only have one toon left in Praetoria which is great. That Ice/Ice Dom is so much fun I think I am moving him to next in line after I am done with my current main project.

    Hope everyone had a great weekend.

    Cheers

    Edit: Can't believe I forgot my DP/Kin Corr.
  4. I tried a Dark/Ice tank and ran him to level 24 and couldn't take the low damage any longer than that. I deleted him and re-rolled him as Dark/SS and liked that better. This was back when leveling took quite a bit longer, I want to say I7 or I8 - I didn't have any extra slots and Frozen Aura did not yet have the Footstomp buff. Now, part of me wishes I had stuck it out to Frozen Aura and picked up another AoE in the Epic, but such as things go. I was thinking I would try Ice Melee again, (perhaps with Fire Armor) but that will be quite a ways off before I get to that.

    Cheers
  5. I noticed you seem to have dropped Jack Frost from your build. Do you find that the pet is not really effective or necessary? On large teams, I often find that my fire imps are more trouble than they are worth so I don't have them out perhaps half the time or more. Probably only get much out of them when soloing, and I don't farm much since I started marketeering.

    Also, I have seen quite a few people on the Dom forum say that the AoE immob is one of the most skippable powers for a Dom and yet you have it. Do you find you use it quite a bit on your Ice^3?

    Sorry about all the questions, but I am a serious Dom newbie.

    Cheers
  6. Quote:
    Originally Posted by R-Tech View Post
    Re: Arctic Air

    It really is that useful, for a few reasons. It's autohit unlike Shiver, so you can nail those pesky bosses and + level foes, even if your SOs are wearing out. Its confuse and fear component makes a noticeable difference in survivability, as stated above. It's a fantastic place for a Coercive Persuasion purple set, which is relatively cheap (by purple standards), and has the Contagious Confusion proc; that proc alone makes Arctic Air brutal. It's almost like having a toggle version of Mass Confusion.

    It also has a larger radius than Chilling Embrace, and you don't need to interrupt your other activities to use it. It is very much an end drain, but also well worth the cost. I also had some end problems while leveling up, but now that I have the Cardiac Core uncommon Alpha slotted I can run all of my toggles (AA, Stealth, Weave, Ice Armor) and Sprint and by the time I'm nearing 25% - 33% end Domination is ready to refill my blue bar.

    It really comes down to preference, but for sheer performance Arctic Air takes the cake imo.
    Thank you for the commentary there. I have 4 of the 5 pieces of Coercive Persuasion slated for this guy, and I was thinking I would go Cardiac Alpha on him.

    One more question: Is Power Boost worth a pick on Ice/Ice? I hear mixed reviews based on the combo. I would think so with all the slows and with the Confuse in AA, but I am looking at maybe dropping it to grab Ice Sword for another ST attack to help with hard targets and stealing the brawl slots for it. Thoughts on Power Boost verses Ice Sword?

    Cheers
  7. Okay, many thanks for everyone contributing thoughts. I have an updated build here that slots up brawl with slots from tough as well as drops Chilling Embrace and works in the super sexy Bitter Ice Blast. I had to give up Ice Blast but added back Stealth for another LOTG mule - this allowed for a little more recharge and perma-Hasten. Will Slash, BIB and Bolt be enough single target for hard target foes? I suppose I could supplement with Chillblain and BOI, but I would love to be able to work Blast back in. Even Ice sword would be fine since I think the toon will be in melee a lot.

    Thanks again,

    Cheers

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lord of the Arctic: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(17)
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Build%(17), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(43)
    Level 2: Chilblain -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(9), GravAnch-Hold%(9), GravAnch-Acc/Rchg(13)
    Level 4: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-%Dam(7), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(29)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
    Level 8: Shiver -- TmpRdns-Acc/EndRdx(A)
    Level 10: Kick -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Arctic Air -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(19), CoPers-Conf/Rchg(19), CoPers-Conf%(25), CoPers-Conf/EndRdx(29), EndRdx-I(40)
    Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 24: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(37)
    Level 28: Stealth -- LkGmblr-Rchg+(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def(40), GftotA-Def/EndRdx(43)
    Level 32: Jack Frost -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33)
    Level 35: Ice Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(40)
    Level 38: Bitter Ice Blast -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(46)
    Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45)
    Level 47: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
    Level 49: Ice Storm -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(50), AirB'st-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/Rchg(31)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23)



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  8. Thanks very much for the replies. I was beginning to wonder what I had go myself into with the Ice-cubed (Ice/Ice/Ice) love affair - like falling for THAT girl that all your friends hate. I am loving the sentiment that you never felt underpowered.

    Appreciate all the responses and I'm glad I'm not really far off. I'll look at slotting up brawl, as I had done that on one other toon.

    I had a similar thought on the Arctic Air/Chilling Embrace/Shiver redundancy. Is the confuse aspect worth it on Arctic Air? It's such a high endurance toggle compared to CE and Shiver sould be up every group. All I have read is that Artic Air is an unquestioned staple of the build, so I may be considering goring a sacred cow.

    If I drop one of those, I should be able to fit in the ultra sexy BIB - it broke my heart to leave that out so maybe that will allow me to fit it in.

    Thanks a ton. I am at work right now, but I will work up a new build for you all to look at.

    Cheers
  9. I respecced into Ice Epic and am pretty disappointed with soft cap S/L defense as well. He's Fire/EM and I think I might just embrace the glass cannon role and go back to Flame Epic with RoTP. I'm kinda bummed myself as I thought the S/L soft cap would be better.

    Cheers
  10. Quote:
    Originally Posted by Call Me Awesome View Post
    Electric armor should be competent out of the box, and if you have the wherewithal to soft cap at least S/L defense you'll have something highly capable. I've only briefly played Electric armor on a tank, that was during the issue 15? closed beta (whichever issue Electric was ported to tanks anyway) on a level bumped 50 Elec/SS tanker. Since this was a bumped tanker on test I only ran him at 50 and on SO enhancements. It's hard to get a real feel for how a powerset will perform in those circumstances but while I thought it was a bit squishier than a SO enhanced Invuln tanker I could see potential there with IO bonuses.

    I've played a Spine/Elec scrapper to 35 and it seems to follow the experience with that tanker on test... somewhat squishy but the combo of Spine & Elec puts out some fairly substantial AOE making it pretty survivable since things died so quickly.

    Don't dismiss Shield as defense getting the short end though; with minor IO bonuses a mature Shield tanker is very capable. My Shield/Fire tank has 46-50% defense to all positions and 45% resistance to S/L and 25% to F/C/E/N full time. Hitting One with the Shield before taking a nasty group pushes my resists up to 90% S/L and 59% to F/C/E/N. OwtS lasts 2 minutes and recharges in 6 minutes so it's up 1/3 of the time. Yes, it's less durable than my Inv/Stone tanker but it's hardly on the short end of the stick. I've tanked a MoSTF with it and my only support was my insp tray and a stormy with O2 boost.

    On the Electric Melee front I'm working on two electric tankers, one a Dark/Electric at level 24 and the other an Ice/Electric who hit 30 last night. I'm still very much learning the set myself right now but I'm impressed with it's AOE potential although I'd like to see a bit more ST damage. I think once it matures it'll be a solid performer. Jacob's Ladder seems roughly the same AOE as Shadow Maul (or it's vet award clone Sands of Mu); I'd treat it as a ST attack and when it hits multiple targets take that as a bonus. According to Mid's it deals more damage than Havoc Punch and has a 50 degree cone. That's not all that narrow.

    This, in my mind, is what you should think about OP. The Elec/Elec tank will be just 'okay' right off the shelf for team tanking. Same with Darkm in my opinion. With investment, these move much higher on the list of sturdy and fun primaries. My Elec/Elec brute went SPLAT quite a bit before getting the defense up to decent levels. At first, I went the melee route and got Melee defense up to about 29% if I recall - survivability took a big jump and the toon went from frustrating to fun. In the past few issues I switched to S/L defense and got about 38% on him and the fun factor just went through the roof. Now with the Spiritual Radial Alpha, he has clsoe to perma-Hasten and Energize with only a few seconds downtime, he's a beast. I would imagine an Elec/Elec with the same slotting would be pushing the soft-cap and have 80% S/L resist and all the nice exotic resists, Power Sink up every group, and so on. This is without purples, so it's not a break the bank build - nothing you can't get in a couple weeks doing tips.

    Dechs will sing you the praises of doing something similar with Dark, and I can attest personally at just how sturdy Dark can be with having S/L/E/N def all around the 40% and Dark Regen cycline in 16 seconds. Hardly anything can kill you, honestly. Fire has some capabilities as well perhaps at a half a bubble below the other two, but it can do some amazing things too.

    If you are willing to allow some "down the road" and plan for some investment (not billions) thinking Elec and Dark are VERY viable.

    Cheers
  11. Anyone? Anyone? Buehler....Buehler...

    ***Taps Mic*** Is this thing on?
  12. Quote:
    Originally Posted by New Dawn View Post
    As someone who plays every type I really couldn't give a poop which one I am on. It all doable.
    I will follow up my rather long-winded initial response with a more succinct response here:

    I concur.


    Cheers
  13. Quote:
    Originally Posted by _Elektro_ View Post
    Here is the bottom line:

    I want your opinion of your favourite tank to team with. Forget about playstyle for this question; instead look at it from a power (primary and secondary) choice.

    Also, assume the following:
    - The tank would not be greatly concerned with soloing, but it would have to be an option
    - The tank opinion of favour should be determined WITHOUT consideration of fancy IO slotting.
    - This is a non-PVP tank
    I will respond with these guideposts in mind. I have played a number of tanks over the past 4+ years and run several different armors to 50 including Ice, Fire, INV, Dark, Shield and my Stone is level 43 currently. My Elec/KM tank is only level 19 so I can't comment on Elec armor with a lot of experience as of yet.

    In terms of "out of the box" performance team tanking in a I19 and betyond game under those assumptions and limitations above I would encourage you to look into Shield, Willpower and Invulnerability.

    You have received a lot opinions and advice on Shield to this point, and I would echo the thoughts of proponents on it given your constraints. It offers:
    - layered mitigation with mix of resistance and defense (with a lean toward defense)
    - powerful aggro aura that gives BOTH +damage to the user and nice -damage to foes
    - a very nice offensive AOE power
    - passive power that provides +HP
    - quite low endurance usage to allow for options on utility and offense
    It's also very easy to hit the soft cap to all three positions with minimal IO investment. Downside IMO, is that it seems clear to me that the game is headed toward a place where the defense soft cap of 45% will be superceded by new more powerul foes/attacks/effects and that high resistance and high HP will become increasingly valuable. Shield has SOME resistance but it tilts fairly heavily toward defense. I think moving forward, we will want tanks to have as much HP, aggro capability and as much resist as possible in the new end game encounters. Some see the click mez protection as a large downside and I personally have never been overly bothered by it on either Shield or Super Reflexes.

    I think Invulnerability offers a number of positive benefits given your constraints as well. You have already played the set and CallMeAwesome has summarized a lot that INV brings to the table, so I won't go into INV. In short, INV offers layered mitigation too (with a tilt toward resist) with a very nice +HP power and a wonderful - albeit non-damage - aggro aura. The downside for INV is exotic damage types - particulalry Psi damage - which are prevalent in the late game, although there is still plenty of S/L as well.

    Willpower would also be something I would look closely at. Again, layered mitigation from mixed defense and resists which I think is important. It has very nice +HP ability and (obviously) wonderful +regen capacity which is very good out of the box. Also, the extra recovery that Quick Recovery offers is very valuable in the 'free stamina' era for the low investment constraints. The big downside to Willpower is that the aggro aura frankly SUCKS which hurts Willpower as a team tanking set. It's harder to hold aggro with Willpower with that aura and the user will have to take taunt and use it a LOT when team tanking - even still the tank can easily lose aggro on many foes in a large team environment. My wife ran her tank to 50 with our team of regulars and we have had several folks do this also - it is common to have a bunch (perhaps even up to say a third) or a large mob turning away from the tank to focus on others in large team situations.

    Ice can be a pretty nice "out of the box" set that can be very tanky without a ton of influence invested. I think it's overall wonderful for the base game, but I cannot recommend it because it leans too much toward defense and the game is going down a road that devalues defense increasingly. It has some other forms of mitigation but not enough to outweigh the downsides in my opinion. If you do not plan to do any Incarnate content, I could recommend Ice to you off the shelf and fun and exciting, and perfectly hardy for the base game.

    With a BIG budget, a whole new world of options becomes available (including Stone armor) and I would have different recommendations, but for your constraints and situation those would be my picks.

    Sorry about the length, and I hope you find something fun to play.

    Cheers
  14. I mentioned in another thread that I am trying out this AT since GR launched and am having a really good time with Doms. The one I am going with is Ice/Ice/Ice. What little I have been able to dig up on this combo has been pretty mixed. It's not the damage god that some other combos are discussed as, but I am having LOADS of fun with him, especially compared to a couple of other combos I tried. In fact, I honestly think he's the most fun I have had a new toon in a couple of years. He's just level 18 but I like playing him so much I have decided to run him 50.

    Anyway, I was wondering if the veterans here would take a look at this build plan and give me some feedback. I would like to start finalizing the build plan and buying recipes at this point. It appears to be a couple of seconds off perma-Hasten which is fine for me and a couple of points shy of soft cap on S/L defense.

    My particular question would be, is there a way to get that extra 2% of S/L defense in the build without adding another end-heavy toggle in Maneuvers?

    I have the purples in storage and also have a set of Fortunata Hyposis as well, which begs the question, "Would you trade anything out to get Flash Freeze in with that purple set?"

    Thanks in advance for any feedback or advice you have for me on my first Dom.

    Cheers

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lord of the Arctic: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(34)
    Level 1: Ice Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(43)
    Level 2: Chilblain -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(9), GravAnch-Hold%(9), GravAnch-Acc/Rchg(13)
    Level 4: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-%Dam(7), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(29)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
    Level 8: Shiver -- TmpRdns-Acc/EndRdx(A)
    Level 10: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Arctic Air -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(19), CoPers-Conf/Rchg(19), CoPers-Conf%(25), CoPers-Conf/EndRdx(29), EndRdx-I(40)
    Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(37)
    Level 28: Chilling Embrace -- EndRdx-I(A)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(40), S'fstPrt-ResKB(43)
    Level 32: Jack Frost -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33)
    Level 35: Ice Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(40)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(39), GftotA-Def(39)
    Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45)
    Level 47: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
    Level 49: Ice Storm -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(50), AirB'st-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23)



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  15. When I got GR, I rolled three dominators and decided I would try them out.

    First one was Elec/Elec which I took to level 12 and deleted. Wasn't feeling it although I did like the concept.

    The other two survived, one is a Plant/Earth which has been fun. It's a bit of an end hog, and Seeds of Confusion almost seems like cheating. I normally play in mid to large teams so I am wanting a little more AoE, so I don't know how far this guy will go.

    The other survivor is an Ice/Ice which is my favorite of the three. He's only level 16 but I am loving this toon maybe more than I have any new toon in a couple of years. Based on my research here, it seems like people are pretty down on this combo. I am having a ton of fun with him, and he seems like a great team dom. It will never be the the top of the heap damage dealer I'm sure, but he will be a very good teammate and quite competent soloer I think.

    Cheers
  16. I don't track it carefully, and consider myself to be a pretty casual marketeer. I only spend about 10 minutes a day on it with my two dedicated crafter-sellers up and running - Overall, I would esitmate that I make about 300-500 mill per week on average. I have really only been at this since June but I think that's what my overall wealth level would show minus a bunch spent doing my I19 respecs.

    Cheers
  17. Four or five. A couple are 'gatherers' or future crafters dedicated to building a stock of recipes who spend their time bidding low on the recipes I want. Another two are my active crafters who have acquired a nice set of recipes from the previous life as gatherers who actively crafting and selling those recipes and acquiring new ones as niches rise and fall. The last is my master crafter who is maxed on slots and is just an inf machine for most of my higher end stuff and seeds the gatherers and builds a stash for whatever my current project is as it matures. I do a little selling here and there with whoever my current project is, but nothing too serious.

    Cheers
  18. Quote:
    Originally Posted by choupa View Post
    Hi guys,

    Looking at your builds i was wondering : what if I want to make one myself with my budget, ie without purples ?

    |[/code]
    This is what I am running on Live currently as I am such a cheapskate compared to Sant, Iggy and Deus. I still can't shake my 'poor guy' mindset from before I started marketeering. The SL slotting is ugly and suboptimal, but the overall build performs very well for a mid-budget option.

    I think it meets your goals without breaking the budget too badly. The pricey stuff in it came from AMerits and it seems to run the Spiritual Radial Alpha with zero end issues. I have not taken it for a ride against a pylon so I cannot comment on performance from that perspective. Anyway, maybe it can give you some ideas.

    Cheers

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shieldmaster - uber: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(37)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(15), ResDam-I(39)
    Level 2: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(9), RedFtn-Def(15), RedFtn-Def/EndRdx/Rchg(43)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(37)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), ResDam-I(7), Numna-Heal/Rchg(50)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(29), Nictus-Acc/Heal(29), Nictus-Heal(48)
    Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(21), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
    Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(34), RedFtn-EndRdx(48)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 26: Soul Drain -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(27), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Dark Consumption -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-%Dam(40)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    Level 41: Stealth -- LkGmblr-Rchg+(A)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(45), P'Shift-End%(45)



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  19. Quote:
    Originally Posted by Lohenien View Post
    market note : the market is cross server and cross faction.

    Also Acrobatics has been added back to my build since i19 so that I can save on slots, and as has been noted doesn't cost that much endurance.

    Combat Jumping + Weave + steadfast protection: res/def will get you around 15% defense. I'd recommend Obliterations and Touch of Death to help up the melee defense.

    If you decide to go the S/L route on raising your defense, consider Smashing Haymaker set that grants 1.88% S/L def in 4 slots and is quite inexpensive to buy. A few sets of that adds up pretty fast and add in the Steadfast Res/Def and you will be close to 25% S/L defense. That will make a big difference. If you decide you like that you can save up cash or use AMerits for the much more expensive Kinetic Combats if you decide to go that route.

    On the softcap proper, I didn't like what I had to do to the overall build to hit 45% S/L so I stopped at just shy of 40% S/L while keeping my attacks slotted well and keeping recharge up around 45%. With the Spiritual Radial Alpha slot and Hasten, this tends to be quite effective for most of the overall game play.

    The buff to Burn and Consume has helped a lot but Carnies and Arachnos still seem to give me a fair amount of trouble.

    Cheers
  20. A very sincere thanks for all the hard work you put into the game.

    Best of luck to you in the future and I hope you find success and joy in your new professional endeavors.

    Cheers
  21. Lord_Cyclones

    Fire/Energy

    Sant,

    I went in a very similar path to Wanted and worked toward S/L defense and am nearly capped with it (I think it's 44.4% or so). I have Spiritual and Cardiac and lean more towards the Spiritual for most gameplay. The attack sequences seem to work well and you are really a damage beast at range and up close. I feel like I get hit way too much for being nearly capped to S/L and mez still happens frequently too - I guess that's what rapid fire Flares is for.

    I am trying to do some analysis to determine the benefits/drawbacks of Cardiac given what the toon is likely to be doing in future issues. I don't have enough data yet, but my back of the napkin math makes me want to keep pursuing Cardiac as an option for these drawn out mega-AV fights. I'm playing with builds that push recharge and then put Cardiac with it while maintaining (very nearly) softcapped S/L def.

    Cheers
  22. Okay, missing Siege might be the issue since I wasn't sure we had faced him when we finished the arc last night.

    I know we got Swan and Bobcat, and we were sure to get Anti-Matter when we completed Tina's arc.

    Thanks for the thoughts. I am thinking it is Siege in that case, because I recall having read some time back that he had been changed to be more challenging. I don't have any recollection of fighting him at all, where I had been curious to see how long he would last against our team with his redesign.

    Cheers
  23. Ran through both the new Tina McIntyre arc and Maria Jenkins arc and I am sitting at 13 of 14 of required AVs. Anyone know if there is a bug here? I was the team leader on both arcs, run as my missions and I am certain I did not miss a defeat in those arcs. Any help on this would be appreciated.

    Cheers
  24. Quote:
    Originally Posted by UberGuy View Post
    Actually, at level 50 inf drop rates from defeats were doubled with the release of I16.
    Just what was the rationale for the doubling of inf drops? I don't recall reading about this much at all and I was not active in the market & inventions forum when I16 hit. It just seems hard to believe that very many people in the know thought this was actually a good idea if they thought very long about it.
  25. Quote:
    Originally Posted by DSorrow View Post
    Here's an answer I thought a friend who is very casual approves of.

    If the casual player bothers to learn the secrets of the market, he can get phat lewts and the best gear even if he only has very little time to play. This means he can totally skip all the big team events he doesn't have the time for and still be able to get the same gear, it might just take a bit longer. In that other game, it is impossible to have the same gear as the HC players if you can't find the time to participate in end-game raids.
    I was a skid row player making enough inf by crafting and selling my drops on each new character I made. It was enough to make my toons playable at a reasonable level for the 2-3 night per week I played with for a couple hours with my team of casual regulars. I was crafting and selling a common IO every day and had a little 300 mill bankroll after about 18 months. It was a BIG deal when I broke down and spent 25 million on a Numina unique to help the recovery problem on my DA tank back then.

    Then I stumbled upon Fury Flechette's journal/guide around the 4th of July. That little nest egg was enough to make me say "Okay, I'll risk this 50 million trying this and at the very least I'll learn something even if I lose all of it." Well since then, I have used the 10 minutes a day I spent crafting commons to what FF demonstrates in that journal. I have lost track of how much I have made in those 5 months, but I know it has to be around 15 billion, because I spent a bunch respeccing a few toons and still have probably 12-13 bill liquid. It's stupidly easy and takes very little time to make gobs and gobs of money.

    I only have one toon (my Ill/Rad) that I "purpled" out, but for the most part my toons are essentially setup with some nice sets and bonuses, but nothing high end like that. The stuff I do with my crew of regualrs doesn't rally demand it, but I have been scaling my sets up these last couple of toons. I have since gotten a couple of my crew doing it a little bit too and they have a couple of billion now each and are happy to not be so strapped for cash. It can make a difference to the game experience if that's what people want - to play the game a vey high level and do edge case performance mini-games. It also doesn't need to if people want to focus on other things the game offers from the social aspects to hours of meticulous costuming and so on.

    Bottom line: it aint rocket surgery (BillZ)....These folks just need to put the ego and prejudices aside for 5 minutes and try it.

    Cheers

    Edit: Oops missed a couple of typos.