Madadh

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  1. Quick reply. I'm pretty sure Disruption arrow has always been 30 seconds, and I haven't heard of a very recent change. My Mid's shows a 30 second duration, too, so either I and my mid's are recently out of date, or something weird happened..

    I'm looking the build over in better detail, and will post more in a bit, but wanted to at least reply to the Disruption Arrow first.
  2. Actually, while there are a few bummer powers, there are a lot hat can be good, too.

    Sonic seems like it would be a very nice pairing with FF.

    I wouldn't go Never for the Def bonus. To small a percent to make it worthwhile. Your team will see at best 2-4% extra defense, and you personally, will see a much smaller percentage of that. If you also had holds and confuses, maybe, but since you likely won't, I'd skip Nerve. I'd also skip Spirit, as you likely won't have many powers that can leverage the extra recharge. A lot of FF is toggles, or recharge nearly instantly as it is. And one of sonic's rarely mentioned benefits is it's very easy to get a seamless attack chain with little recharge. I'd probably go with Musculature, but I pretty much prefer Musculature under the vast majority of circumstances. I might, depending on how heavy the end cost of your final build is consider Cardiac, but I don't think you'll see Nerve or Spirit be the ideal choice for this combo.

    As for which powers to skip, I'd skip Detention Field (but if you're soloing a lot it can be helpful, just usually decide to put that toy away on teams), Repulsion Field (I wouldn't take this, especially solo, as it requires a team mate to work, and is pretty awful on end), Shockwave, and Dreadful Wail. The T9 is fairly lackluster, and the crash just not what you usually want to deal with. Maybe if it was a targeted AoE it might be worth taking. Shockwave can be useful, especially solo, or if you're really good with using KB in constructive ways, and judging when not to KB at all, but if you just need to keep things at bay the Force Bubble and Force Bolt usually are better tools.

    Some people likewise hate the Force Bubble, but it seems less tempting to use all the time for most people, and seems easier to control. If you decide to omit the Force Bubble, then I'd consider adding Shockwave back in.

    Hope that helps ya get started. Feel free to post a build if you work on one. Lots of folks here are willing to offer advice.
  3. Quote:
    Originally Posted by UberGuy View Post
    Dark Miasma is a toggle-heavy set. Not because it has a ton of toggles, but because the toggles it have are expensive to run....[edited for brevity]...
    Fair points all. As I said, I can see the appeal. Perhaps I do slot for more end reduction than is standard. Or perhaps I don't match your pace. Either way, I don't generally ever see end being enough of an issue on a defender to warrant Cardiac anywhere near as often as Cardiac seems to be used. Usually, the gap between max consumption and end recovery is small enough that the Musculature's +end mod is enough to close the gap, in my experience. Usually completely, but when not completely, a very occasional blue inspire is more than enough, and lets face it, on a high end build, running full out, you're going to see inspires drop. You probably won't see reds drop fast enough outside of an ambush farm to keep ya at the damage cap, so every inch you can make to getting there (via musculature) is always going to help. But getting the blue bar up to the max if it's already very close is easy to achieve via inspires.

    I will admit to seeing an occasional exception where no amount of end reduction slotting (short of crippling yourself) and not all the +Max End, and +Recovery can make up the ground.

    But, as you pointed out, I surely don't think a build making decent use out of Dark Consumption is that build.
  4. I agree with Doom and Resolve in a lot of what they said. I also agree with an earlier poster who pointed out you'll almost always have stupid amounts of extra +def buffs.

    I'd build for enough recharge to get the seamless attack chain, then go more HP and Regen. Cardiac and alpha only if you really need them, but I can't picture this happening. Then go for more damage, and more regen, and rinse and repeat.

    If you get yourself a respectable amount of +Hp and regen, Aid Self (and especially aid other) become wasted slots. Most of the time I'm desperate for a heal, I'm taking a damage over time effect on top of whatever the initial hurt was, and Aid Self will just interrupt. And, I usually carry a few greens. With a few greens, your rare, "Oh no! Need heals now," moments are taken care of. Just make sure to be in the habit to make a few more in the brief lulls in the action, and you should be fire.



    I'd echo most everyone else, just get the lore pet ya like, it's all gravy anyhow. Void is a good choice for Judgement, but most are, except perhaps the cone, and even that could work. I went Musculature for my alpha, as my recharge was quite solid already, but but if you want more recharge, here is a good spot to get it. Interface, can't beat reactive, in my opinion. Most of the debuffs are too small and don't stack enough to make them worth more than more proccing damage.

    All in all, the iTrials start out pretty easy for a Claws/SR, assuming you're over the normal softcap, so you really can't make a WRONG choice, as it's going to only get easier no matter what you pick.

    Enjoy!
  5. Quote:
    Originally Posted by Draeth Darkstar View Post
    I'd just like to make a suggestion... don't use a Mastermind for your Storm Summoner. The set meshes much, much better with a Control primary which features -knockback on it's immobilizes (read: ice, earth, fire), or, barring that, with Ice Blast.
    Agreed. Or just get a storm def. But a storm MM surely wouldn't be my first choice, either.

    Quote:
    Storm is pretty synergistic with Masterminds, in my opinion. It causes far too much chaos on the battlefield without large area Control options and the pet AI does not respond to that well at all.
    I think you meant, "Storm *isn't* pretty..." If not, I'm sorta lost by this comment.

    Quote:
    Another note... Electric Blast is among the worst ranged damage sets in the game, just to warn you. It may even hold the honor of number one worst.
    I'd have to agree, as a pure ranged damage set, it's probable the worst. It isn't all that bad as damage plus sapping effects set, and those sapping effects would be largely magnified on a team such as this. So if you're even gonna get the most bang for your buck out of Electric Blast, this is the team for it.


    Quote:
    Electric Control, on the other hand, pairs amazingly with Time Manipulation, so if you're not opposed to two controllers, you could have an ice/storm and an electric/time to fit into your theme, or an electric/time controller and a storm/ice defender perhaps.
    I'd have to agree. Those two sets would work wonders together. Not sure if this team and it's theme is the best time to pair them, however as two separate controller, but putting elec/time in the same controller and saving a slot for another Themed alt of any stripe wouldn't be bad at all. I think it all comes done to how much overt, non-themed, powers the OP wants to allow on this team. But, with careful colouration, the time effects could be made pretty fitting.
  6. Quote:
    Originally Posted by Dispari View Post
    Why are you people acting like heals and buffs are mutually exclusive? Why would you ever want to have just one or the other? It's like arguing over whether it's better to have lungs or a heart.
    It's called a thought experiment. It's purely hypothetical. Someone stated that x is better than y. If we constructed a scenario where we compared x to x+y it wouldn't be a very fair comparison. I don't think at any time anyone stated that in the actual game environment that they'd prefer to have only one or the other over having both. But, if I was forced to choose, I do know which one I would choose. Of course, if I was forced to choose by an emp player in the game ("Hey all, should I get build one that has all the heals, but none of the buffs, or build 2, with all the buffs, but none of the heals?"), I'd seriously question his build skills, and chances are good, unless he was just running some sort of isolated experiment, he wouldn't be first on my call list for a Mo Run.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    I've done them both. All things being equal I prefer the Dark/DP for both soloing and teaming since it does provide more mitigation in the long run and at a lower endurance cost. YMMV of course. For a sonic primary I actually prefer /Sonic for much more stacking -res. The longer animations on /sonic also put an absolute limit on endurance usage since you can form a seamless attack chain with little recharge and fewer powers. I found that an important consideration with Sonic/ even when I used Alpha Cardiac.
    I've done them both too. And while one style does provide more mitigation in some circumstances, in other no less rare situations (based on my play style, obviously), the other provides more mitigation in others. So, obviously it just seems to come down to, if you have tried both, and have a preference, or a combo that better suits all or most all of your play style, go with that one, whichever it happens to be in your case.

    I have played Sonic/Sonic, but not much past the 30s, and it was ages ago, so I really can't comment on that combo with much authority. I'd have to draw on my experience with Sonic/ and /Sonic as separate entities and I'm not sure how well I'd like them combined. Although, I can't imagine stacking more -res would ever be a bad thing.

    And I have to admit to being a bit lost as to the meaning of your comment on Cardiac, without seeing a specific build. I generally try avoid Cardiac, as I feel I get better value out of endurance management tools that exempt, and am usually successful, but if you want a commentary on a specific build with Cardiac, I'll do my best to comment once I'm a tad better informed.
  8. Quote:
    Originally Posted by Gruntle View Post
    My Fortunata/Night Widow (Dual Build - gotta love it) Is 'The Widow of Windsor' After the Kipling Poem, it was a nickname for Queen Victoria
    Great inspiration.

    Ironically, I was just gonna go with Albert for my crab, but you should take Albert for your crab, and give him Phasing so he's all insubstantial and ghostly.

    Guess that leaves me with my second choice of Reginald for my crab....
  9. Madadh

    influence

    Quote:
    Originally Posted by Keplar View Post
    1080 is a curse. I've grown much too fond of 1920x1200. I need my 16:10, and they are so much more difficult to find now (at consumer pricing). Running two 26" now, and Asus stopped producing them, so my OCD won't allow a different brand.

    I'm going to be forced into something like this:
    http://www.digitaltigers.com/zenview-apexultraelite.asp

    ...

    Err, and yeah, raise the influence cap?
    Wow, for a new low price of 7 Grand each.

    More power to ya Keplar if you can swing that, but not me. I think that would completely pay off my car..
  10. Quote:
    Originally Posted by Ultimus View Post
    If you do the Mortimer Kal SF and then side switch to a hero, do you lose the temporary buff? Do you still get a notice of the well at 50?

    I seem to recall that I did. But it was a while ago, so I may have hit 50, claimed, then finished my side switch. And even if I did swap, and claim it, enough time has passed that it could be different now.

    But, all that said, since vigilantes can do it, and have received the temp, I'd guess the temp power is not limited by side at all, so I'd say that's pretty good evidence that you can keep all the Mort Kal rewards after swapping sides.
  11. Quote:
    Originally Posted by Zombie Man View Post
    Yes, pseudopets should die when the caster dies. It does for some, but not all. The list includes:

    • Caltrops
    • Earthquake
    • Phantasm
    • Turret

    And to be fair, player powers cheat with this, too. The Necro MM's ghost survives their death, too. And that shouldn't happen.
    First, I have to LOL at the other comments about the ghost. Well played you guys...

    But yeah, if some players get toys that survive their death, that should probably be fixed. I could live if they didn't, as I'm not all that jealous, but in the interest of fairness I'd really like my pets not to suppress while stunned/held/slept, etc. I really can't see why some pseudo pets do, and some don't, from a mechanics POV, from a balance POV, or from a realism POV.
  12. Quote:
    Originally Posted by Doomguide View Post
    @Madadh,

    I'd probably swap the Stupefy in OG with the AA in Dark Pit. The knockback proc in Dark Pit mostly annoying if/when it knocks something out of Tar Patch etc.. Same thing happening in OG and by the time they get up likely the OG stun has worn off. Thou I've heard the amusement value of things getting randomly thrown around from the proc in OG is relatively high
    I don't know if I'd swap them myself, I can see reasons for doing it either way, and the potential amusement value you mention is a factor I'd consider. But, either way, I did totally forget that stupid KB proc. What a pain. I think I might also just lose the KB proc. Then either eat the ranged def reduction or put the extra slot somewhere else; perhaps into Gloom and slot another 6 thunderstikes there instead to get the ranged def back.

    Either way, great catch on that oh so annoying proc.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    Adding in Chem Rounds for the Sonic/DP means a boost of 25% -damage for that combo. Adding in Shadow Fall (slotted 2 defense, 2 resistance, 2 end red) for the Dark/DP means that the team gains another 7.5% defense to all and 30% resistance to Energy, Negative, and Psi.

    (My preferred slotting for Shadow Fall is is 2 HO Ribos, 2 HO Cytos, LotG +7.5, and Steadfast res/def which gives fractionally higher mitigation numbers but much better endurance management)

    I'll leave the rest of the math to the reader but it seems to me that the clear winner in the mitigation department is still the Dark/DP especially since the full benefit applies to the Defender as well as the team meaning that the defender stays upright and helping the team a larger portion of the time.
    I admire your salesmanship, but your logic less so.

    1) Just because one personally gets the full benefit of all the powers doesn't mean that they are the 'clear winner'. If so, people would find the clear winner of shield vs anything else for melee defense, everything else, since a shield type doesn't personally get anything out of Grant Cover.

    2) Just because you can't get full personal benefit from every power for mitigation, it doesn't follow that you're going to be face planting as a result, either.

    I will grant you, of the 2 combos, for purposes of soloing, I'd choose the dark/2gun. For teams, it's far less simple. And certainly isn't 'clear.' For one, the minimum hit chance isn't going to be less than 5%, regardless. Many more team mates will be approaching that barrier without help, than will be approaching the Res cap. So in a lot of scenarios the comparison will be just between the -damage from dark vs the +Res of Sonic. And in those cases, Res will usually be much more effective as the numbers are larger and Res never has anchor death (but not always, as if they're teamed with only a tricked out stoney or Invul, then the +res may be worthless, advantage then swings back to the dark).

    I've played both combos on a def. And both are very fun, and very effective. I don't have an overall preference. It seems that some folks have a decided preference. And that's perfectly acceptable. But "I prefer X" does not automatically equal "X is always clearly better for everyone because I personally like X."

    If we were talking about solo, Dark/2gun. If we were talking about F2P or pre-IOs, somewhere where almost nobody has much defense built up, I think I'd again go with Dark/2gun. If we are talking about a world that has IOs, and you might realistically be playing extended amounts of time as a level 50 now that the endgame has been expanded, then the answer is no longer clear at all.
  14. Add my voice to the general consensus. If all my pets and pseudo pets disappear or at least have their effects suppressed when I die or even get mezzed, the caltrops and other similar effects should disappear when their caster dies. Having them do otherwise isn't fun, and it isn't a challenge really to have them linger, it's just a pain in the backside and a needless annoyance.
  15. Quote:
    Originally Posted by Pyro_Master_NA View Post
    You seem to be defending (no pun intended) empathy here. The debate at hand originated from a post by EvilRyu, in which he stated healing was the best form of defeat prevention. No one here is saying empathy can't or shouldn't buff. I agree that an empath can keep a squishy alive through a lot more than just 2 rikti bosses, but Ryu was suggesting that healing alone would do the trick, and that is where the debate began.

    Ah. If the carefully constructed thought experiment scenario was one designed to either prove, or disprove healing as best form defeat prevention then....

    1) I don't think the scenario is the best for proving or disproving this.

    2) I totally can't be bothered to come up with a better one, though, as I think it's just madness and folly to even debate this one. I think almost everyone knows buffs are more effective, and by a fairly wide margin.

    3) If I was going to come up way to prove this, it would be to forgo any 'scenario' and figure what's the max healing/time period possible by the best healing sets in the game. Then figure out of a what the max incoming damage is likely to be. And then compare the healing to proactive mitigation and what sorts of numbers proactive prevention might add up to. But that sounds like too much math for me..
  16. Madadh

    hmm d3 cor/def.

    Quote:
    Originally Posted by humulass View Post
    Lookin to make a non melee at for once. A d3 fits nicely into what I am lookin for. But its more or less down to dam vr debuffs atm.

    so qs are.
    1) what wwould work beter solo wize. Use a weak comp so tend to solo alot. Peps like bailin,on me when I first load into,mishs... Taks 3-4 mins but I gess thats to long for people.

    2) whats the beter def to build for like range/aoe/melee or range/s/l I have no idea.

    3) with all the -to hit whats a good goal for def. Was thing 30-35 so with the huge -20 to hit skill + one attack I am at incarn soft cap kinda.
    1) A D3 Corr or Def will be equally as effective. One will get safer first, and damage will come later. The other will get the damage first, and safety will come later. One will top out with a little more damage, the other will top out with bigger buffs/debuffs, but the differences will be most notable during the leveling process.

    2) It comes done to play style, but I like going for range and AoE myself for this combo.

    3) 30-35 should be great.
  17. Quote:
    Originally Posted by Obsidius View Post
    Well, when you're in a magical prison you don't have a magical pay phone to make a magical 5-minute call.


    That... is just crappy writing. Going to add this to the list of "Why the Shards needs a revamp".
    In fairness, you can't really call it crappy writing. The writing was all done well before anyone had the 'call' option, well before the idea of adding that in as a QoL feature was even around. It was bad editing/oversight when adding the 'call' option in. They should have reviewed the TF, saw that the contact is making long range contact already, and just added a 'call' option for him.
  18. I love my Storm/Archery/Elec Defender. Freezing Rain and Rain of Arrows is a awesome fun combo. And unless I just got weirdly lucky somehow on mine, I believe they have the same base recharge, so it's easy to keep that combo in sync and coming up together again and again.

    And yes, 2 or 3 lightning storms out at once, and a couple tornados with hurricane really tears AVs up. I don't think I can get 4 Lightning Storms out, myself, even with REALLY heavy recharge slotting, but 3 is doable.

    Quote:
    Originally Posted by Pitch Black View Post

    Doomsday : Elec Melee / Shield Scrapper.
    Genesis : Invul / Elec Melee Tanker.
    Machina : ??? / Elec Armor Brute.
    Dominion : ??? / Storm Summoning Masermind.
    Oblivion : Electric Control / ??? Controlleur
    Zurvan : Electrical Blast / Time Manipulation Corruptor

    And a last slot open for the 7th...

    So I'm not asking for builds, but some ideas concerning combos who are doing great.
    Any suggestions will be highly appreciated regarding any aspect of my storm team !
    Thank you for your time, and enjoy (my post, the game, or whatever you may).
    Doomsday (name may not be allowed, but I don't know that for certain) will be fine. It's a very proven combo.
    Genesis also should be fine. I don't see many of these, but it should be fun, effective, and extra cool for the novelty. And Invul is stupid easy to cap all sorts of stuff on.
    Machina: I'd be tempted to go with Elec Melee again, but you already have an Elec Melee. So, if you decide to skip that, Super Strength. Fire is nice for it's AoEness, but isn't as fitting theme-wise I'd say. Energy Melee also might be fitting, but mechanically might not be as strong as the other choices.
    Dominion: None of the Pet types available to MMs seems all that storm/elec-tastic to me, but Bots or Demons maybe might work. If I had to lose one of your 6 choices, it'd be this one, as almost every other AT has combos that fit the theme better and will be quite effective, too.
    Oblivion: Elec Control with Kinetics for massive sapping potential. Or Cold for pretty good sapping, too. Or, to offset the lower damage, maybe Rad.
    Zurvan: Should be a fun combo. Time seems all around strong, so I'm sure it would work with any blast set.

    So, I think I might lose the MM Grab a Storm/x Defender (archery is my fav, but most anything could work) and then fill the last spot with a blaster. Elec (of course)/Elec or Energy.
  19. For your ranger role, I think I'd go Dual Pistols (since you sorta narrowed it down to that)...

    I'd either go Blaster (2Gun/MM), or maybe Defender. 2Gun Rad would be pretty fun and potent. 2Gun/Traps, 2Gun/Storm, or maybe as an outlier, 2Gun/Time. If you prefer the more offensive mindset (and want the 2gun powers earlier) you can easily make any of these as a Corr, too.
    The Blaster will obviously push out most raw damage, but if things get nasty or in close, you don't gain much melee skills from MM. The tier 9 is quite nice, and the one pure melee attack is good, too, but you'll be more fragile than if you went with a def or corr. Both Defs and Corrs will have better survivability, especially in melee. So I guess it all depends on how tough you want your ranger to be, and if you're willing to give up some damage for it.

    For your Monk-ish alt, SR/Kin Melee if a Tanker. Kin/SR and Kin/Energy Aura both could be played as a scrapper or Brute. I'd probably go with the Brute for this one. Kin/Energy seems like it'd be awesome on a Brute.

    PS: Oh, and welcome to the game! Have fun, regardless of what ya end up picking.

    PPS: Seeing as you've got a Corr already, I'd lean toward Blaster or Defender for your Ranger, just so you have greater variety of ATs available to you. I still think 2gun/mm is the way to go if you choose blaster, and if you pick defender, I honestly can't narrow your choices down any further. All 4 of those sets will be fun to play as a 2gun def.
  20. Quote:
    Originally Posted by Pyro_Master_NA View Post
    All he's trying to say is that "nothing but healing" won't keep the blaster alive. But, defense and or resistance buffs would keep the blaster alive.
    Well, to be technically accurate.... Since we're thinking about hypothetical longshots (ie blaster with no def, res, or active mitigation of his own, and just standing there after gaining aggro, and they both hit at the exact same instant) than any amount of def might well not matter, as there is a chance of both hitting. And that chance doesn't fall to zero no matter how buffed his defense got. So def buffage isn't an automatic saviour either. But the res buffs might save him. If there were big enough +res buffs, they'd at least allow him to survive the first 2 simultaneous attacks, guarenteed. A KB or repel attack might save him, too.
  21. OK. I sorta spliced my Dark/Ice/Dark with your build, since I figured the power selection was what suited your style of play, and I fiddled with the slotting a bit. Managed to push up the defense (especially ranged) by a fair about, while dropping by endurance consumption by a large amount. This build uses less end with darkest night running than your previous build was costing without it. Added in some accuracy to Dark Consumption to make sure it hits, too, as it's useless if it doesn't. Also, I'm pretty sure the Performance Shifter Procs is bugged in an attack power and gives the critters the +end. Even if not, I'd still not use it Dark Consumption, as most of the time if it hits more than one target, you'll not need it. And the +end doesn't get than many chances to fire. Moved Abs Amaze to Dark Pit,a s it seemed to me to work better there, but you can move it back without really affecting anything set-wise. I also added in Dam/Range to the Posi sets in your cones. The extra really extends the effective width by a noticeable chunk. In my mind, it's worth it, but if you don't like it, or want even more endurance tools, just sub in the Dam/EndRed from the same set.

    I used a couple of Enzymes, which are expensive. If they are outside your price range, use Red Fortune Def/End. If you have plenty of money, you can use Enzymes in place of LotG in both Hover and CJ, and get even more total Def out of the build.

    All of this did lose you a little global recharge, and did cost you perma hasten, but you're only a few seconds off from it. I'd consider a few seconds down time of hasten not the end of the world, but some people disagree.

    You'll not likey run out of steam now, even in AV fights, especially after getting Musculature and the +end mod bonus.

    I might slot fearsome stare for more acc (but it'll cost ya 5% off your global recharge) if you plan to exempt a lot, but otherwise... Well, have a look.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DARK ASCENTIA DPS: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing: Level 50
    • (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
    • (7) Touch of the Nictus - Accuracy/Healing: Level 50
    • (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    • (9) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
    Level 1: Dark Blast
    • (A) Thunderstrike - Accuracy/Damage: Level 40
    • (9) Thunderstrike - Damage/Endurance: Level 40
    • (11) Thunderstrike - Damage/Recharge: Level 40
    • (11) Thunderstrike - Accuracy/Damage/Endurance: Level 40
    • (17) Thunderstrike - Accuracy/Damage/Recharge: Level 40
    • (23) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 2: Gloom
    • (A) Decimation - Accuracy/Damage: Level 40
    • (17) Decimation - Damage/Endurance: Level 40
    • (19) Decimation - Damage/Recharge: Level 40
    • (19) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (21) Decimation - Accuracy/Damage/Recharge: Level 40
    Level 4: Tar Patch
    • (A) Recharge Reduction IO: Level 50
    Level 6: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (21) Recharge Reduction IO: Level 50
    Level 8: Shadow Fall
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (31) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) HamiO:Enzyme Exposure
    • (48) Titanium Coating - Resistance/Endurance: Level 50
    Level 10: Dark Pit
    • (A) Absolute Amazement - Stun: Level 50
    • (23) Absolute Amazement - Stun/Recharge: Level 50
    • (25) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (25) Absolute Amazement - Accuracy/Recharge: Level 50
    • (27) Absolute Amazement - Endurance/Stun: Level 50
    Level 12: Fearsome Stare
    • (A) HamiO:Lysosome Exposure
    • (13) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
    • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
    • (15) Dark Watcher's Despair - Recharge/Endurance: Level 50
    • (15) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
    Level 14: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
    • (43) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
    • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
    • (45) Dark Watcher's Despair - Recharge/Endurance: Level 50
    • (50) Endurance Reduction IO: Level 50
    Level 16: Tenebrous Tentacles
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (27) Positron's Blast - Damage/Range: Level 50
    • (29) Positron's Blast - Damage/Recharge: Level 50
    • (29) Positron's Blast - Chance of Damage(Energy): Level 50
    • (31) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    Level 18: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
    • (31) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (33) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (33) Basilisk's Gaze - Recharge/Hold: Level 30
    Level 20: Night Fall
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (34) Positron's Blast - Damage/Range: Level 50
    • (37) Positron's Blast - Damage/Recharge: Level 50
    • (40) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (40) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 22: Hover
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (42) Luck of the Gambler - Defense: Level 50
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (34) Luck of the Gambler - Defense/Endurance: Level 50
    • (34) HamiO:Enzyme Exposure
    Level 26: Howling Twilight
    • (A) Recharge Reduction IO: Level 50
    Level 28: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (43) Luck of the Gambler - Defense: Level 50
    Level 32: Dark Servant
    • (A) Cloud Senses - ToHit Debuff: Level 30
    • (46) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (46) Cloud Senses - Accuracy/Recharge: Level 30
    • (46) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    • (50) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
    • (48) Cloud Senses - Chance for Negative Energy Damage: Level 30
    Level 35: Life Drain
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (36) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (36) Thunderstrike - Damage/Recharge: Level 50
    • (36) Thunderstrike - Accuracy/Damage: Level 50
    • (37) Thunderstrike - Damage/Endurance/Recharge: Level 50
    • (37) Thunderstrike - Damage/Endurance: Level 50
    Level 38: Oppressive Gloom
    • (A) Stupefy - Accuracy/Recharge: Level 50
    • (39) Stupefy - Endurance/Stun: Level 50
    • (39) Stupefy - Accuracy/Endurance: Level 50
    • (39) Stupefy - Stun/Range: Level 50
    • (40) Stupefy - Accuracy/Stun/Recharge: Level 50
    • (43) Stupefy - Chance of Knockback: Level 50
    Level 41: Dark Consumption
    • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (42) Efficacy Adaptor - Accuracy/Recharge: Level 50
    • (42) Efficacy Adaptor - EndMod/Recharge: Level 50
    Level 44: Dark Embrace
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (45) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (48) Titanium Coating - Resistance/Endurance: Level 50
    • (50) Steadfast Protection - Knockback Protection: Level 30
    Level 47: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 49: Soul Transfer
    • (A) Recharge Reduction IO: Level 50
    Level 50: Musculature Total Core Revamp
    ------------
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (3) Miracle - +Recovery: Level 40
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Performance Shifter - Chance for +End: Level 50
    • (5) Performance Shifter - EndMod: Level 50
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 1: Vigilance
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run



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  22. Quote:
    Originally Posted by Captain_Karate View Post
    I'll have to investigate it a bit more. If you don't have an endurance issue playing aggressively, then I shouldn't either. I'm fairly active...running around lining up my cones, holding/immobilizing etc, but it's more on the control/containment side than killing side.

    I could do either, and I don't mind changing my build for more dps(I just don't want two, but I have no trouble using some of my existing enhancements, and modifying the build). I looked around for a mid's build that was more dps than debuff, but didnt find one to my liking. Would you mind posting your build, so I can take a look at it, and compare it to mine?
    Hmm. Well, as it turns out, 1 specific combo I've not done is a D3. I'll try to adapt my Dark/Cold/Dark to a D3 build, and factor in that you want flight, and see what I can come up with.
  23. Wait a minutes?!? Howling Twilight has a rez factor? I just thought it was the best auto hit aoe stun regen debuff in the game. Totally didn't know it rezzed people too, but now that I think about maybe allmy teammates were just getting up with wakies and bfs then popping lots of blues and green in the safe zone during the stun but were actually getting rezzed?! That explains a lot.



    Note: The above was a joke. I did know it was a rez, but I play as if I didn't know that. It's an awesome stun and regen debuff, and that's how I play it, and rezzing is almost always an incidental side effect.

    Joke aside, in case anyone was unaware, unlike some powers that depend on there being a dead body around to work, HT doesn't need one, so it can do it's stun, and regen debuff before anyone dies, or even while solo.
  24. Quote:
    Originally Posted by Kaesar View Post
    Hi Madadh,

    Just like to say thanks for your lengthy reply, not had a chance to put any of it to use yet but I shall certainly be referring to it when I do!

    Thanks,

    Kaes
    You're quite welcome. Hope it proves to be of good value to you, and that you like the result.
  25. Quote:
    Originally Posted by Celestial_Lord View Post
    I have a level 50 Force Field / Fire Blast Defender that will very shortly have Interface unlocked. However, I can't decide on which Interface to use!

    The popular Interface is Reactive Radial, and the extra fire damage would fit the toon's Fire Blast theme, but since everyone and their mother seems to have Reactive Radial and it only stacks twice, it seems rather pointless to take to me.

    I was looking at the upcoming Interfaces available in Issue 21.5, and the Spectral Interface seems interesting. Having a chance to immobilize targets would make Rain of Fire even more yummy. However, Diamagnetic Radial also looks interesting for the -regen.

    Any suggestions?
    The -regen is pretty weak on the Dimagnetic. I'd go reactive, myself, but with the caveat that I've not seen the new Incarnate abilities. Where are the posted at, and I'll look them over and perhaps change my recommendation?